having trigger hurt everywhere is good because there are chances that a soldier or demo may fuck up or just have bad regen timing so they die
idk why you WOULDN'T have it because it's a failsafe, and not a hard one to add (you just cover the entire map and move the origin point into an area that's enclosed)
health buff is okay i guess but it's kinda bad because it causes stuttering when entering the buff area for the first time
but honestly that's a lot more work than just adding a trigger_hurt and setting the values to -999
tempus also removes all health buffs so there's that
your u-turn pogo floor texture is the same texture as the platforms themselves
there are some areas with really dark lighting from your video
on some jumps there are areas where you can walljump while being the same textures as walls that aren't shootable, this causes confusion for new and old players alike and is annoying
aesthetic-wise your map isn't as pleasing as quba dev (white, blue, red) because you chose to use the orange and gray scheme
but that requires more detailing with better lighting and texture-using because orange and gray dev isn't aesthetically pleasing with minimal work
the light_environment lighting on your jumps are a bit bad, they don't shine on the jumps enough. try changing that to make it look better
spacing on some jumps still look a bit weird
Alright, triggerhurt is now fine. Wasn't aware of the stutter when entering the trigger_multiple. My bad, and sorry if I came off sounding like an asshole trying to defend myself.
The pogo platforms are the same color as all other teleport platforms, so I'm not sure what you're getting at there. However I will be making sure to add func_nogrenades on places where I forgot to add it, 'cause I'm dumb, and change the other walls to a different texture.
Lighting wise, yeah some places are a little dark; however the video is not a good thing to judge that on because the video is darker than actual gameplay. I don't know if making the sun angle straight down would fix most of the dark areas, but if anybody could give me a value for sun angle that would do that it would be nice to play around with.
For aesthetics, I'll keep trying with the pallet I'm using since imo it looks way better than red white and blue. I think we could all agree it's improved since the first version, and I hope it will get better.
What I really want to focus on is getting the jumps finalized. Your description of the spacing doesn't really help me much. Also the updated map is different from the one in the video, if that's what you were going off of. Lots of skyboxes have been raises along with end platforms. Some are still too low imo and I'm working on it. Thanks for the feedback, I just ask for more on the jumps.