g .

Uncharitable Spy
Mapper
This map was made by a friend of mine whom I shared a lot of my Hammer Editor knowledge. She worked very hard on it and is having trouble posting it for the community to enjoy, so I would like to share "Pirandello" by Sheepthing (https://steamcommunity.com/id/sheepthingie/)

Map download: https://www.mediafire.com/file/lsvskiykyvrzlk1/vsh_pirandello_v1.bsp/file

Here are some screenshots-

Main Area Ground View: https://imgur.com/uZ1DPmr

Main Area Aerial View: https://imgur.com/N8XvWSD

RED Spawn: https://imgur.com/ZhXuJ9V

Side Room 1: https://imgur.com/XZsrGxz

Side Room 2: https://imgur.com/cAbBpl1

There is more to the map, I have only posted the screenshots she sent me.

It's a good mix of several maps already in the rotation with its own unique theme. It supports all playstyles well with a good sized mid area where most the round will play out, as well as plenty of accommodation for classes and players that prefer to stay away from immediate action. (As an Engineer main, I love this.)

This is all I've come out of my hiatus to say for now.

Thank you for considering.
 
First, the central area:

The central structure is too inaccessible for non-jumping classes. Its steepness and solidness also blocks visibility in the main room and prevents many classes from keeping sight of the hale, hurting their effectiveness. Not to mention, it also makes it easier for hale to silently approach and kill them. To top it off, there are three full health kits in close proximity. Combined with the inaccessibility, it'll be a pain for Hale to catch up to soldiers.

The whole thing should be flatter, the room itself larger, and the structure in the center more hollow and see-through. Ideally, you should be able to see, at ground level, from one side of the room to the other. (Try converting blocks to platforms on stilts)

Second, the surrounding hallways:

Cut off from the central area. So long and narrow that even attempting to chase Hale here is a death sentence. As such, all time Hale spends here is time players in the central area spend bored, asking "Where is the Hale?". And Hale, of course, will be using these hallways often both to check the several adjacent rooms, to safely access the catwalk, and to easily dive bomb the players below.

-1

Won't be a very fun map at all.
 
First, the central area:

The central structure is too inaccessible for non-jumping classes. Its steepness and solidness also blocks visibility in the main room and prevents many classes from keeping sight of the hale, hurting their effectiveness. Not to mention, it also makes it easier for hale to silently approach and kill them. To top it off, there are three full health kits in close proximity. Combined with the inaccessibility, it'll be a pain for Hale to catch up to soldiers.

The whole thing should be flatter, the room itself larger, and the structure in the center more hollow and see-through. Ideally, you should be able to see, at ground level, from one side of the room to the other. (Try converting blocks to platforms on stilts)

Second, the surrounding hallways:

Cut off from the central area. So long and narrow that even attempting to chase Hale here is a death sentence. As such, all time Hale spends here is time players in the central area spend bored, asking "Where is the Hale?". And Hale, of course, will be using these hallways often both to check the several adjacent rooms, to safely access the catwalk, and to easily dive bomb the players below.

-1

Won't be a very fun map at all.
i am sorry i will try to fix these things right away