I always read this comment …
Shall I use the usual over-used rotating map model ? Shall I write above all the teleports “TELEPORT HERE“ ? After one quick run around the map you'll find them all and understand how they work .
Having a different colour than blue or red (like purple) for the particles would do the job perfectly to show of it's an exit only; not an entrance.
? not sure what you mean with that , I've seeked for the missing ent but couldn't spot any difference between red and blue side , I even tried /clearents lights but the number was even (124) .
There are plenty of light-sources at the teleport; yet no lights. That's what I mean.
Any more precise examples ?
You should be able to find such things for yourself if you're actually taking feedback for granted but ok; I'll post the screenshot to help.
Playing wiht bots it's super-lame for many obvious reasons ( reatard and predictable movements combined wiht insane aim and wallhack). That's why I didn't add the .wpt file and I'm not going to ( sry guys with bad connection , play other games , sauer is worth it to be played multiplayer online only). Please smart comments only , I'm not gonna move the YA so that stupid bots can take it..
Despite your opinion, bots shouldn't be avoided as they are part of the gameplay of Sauerbraten. I don't care if you don't add waypoints, but just add them any way. It's not that tough job to do so in the first place.
That's not a dead end , aside from the fact that you can see very well the wall from a long distance ( if you run into it it's your fault , walls are usually made of concrete don't run into them you might hurt your-self !) that wall is there for a reason , it provides cover for the base in capture modes also it offers a direct and safe sight on the small short corridor on the other side so that you have the chance to shoot the flagholder despite being some steps behind when chasing him ( I took the idea from reissen's camping spot , the one right above the small tunnel toward the jumppad below the base).
The one from reissen works quite different as that's a path to the centre; so it's not a dead end.
That jump is actually possible without weapons of course .. so another lie ( it's pretty frustrating to ear these bullshits , especially from someone who consider him-self a pro player/editor) , despite that it's a pretty non-sense jump anyway. And where else are examples of bad flow ? Just there ? Does just one hard yet useless jump make it a map with “Just not right” flow ?
In this case; you can certainly jump from the area of the base to the platform at the left. However; it takes a relatively well-timed jump to perform.
The flow just doesn't feel great as you're being force to do a specific action while there doesn't feel any reason to do so.
Like those 2 beams which are right over the pathway; what's the point of it?
In the 2nd screenshot; the hole on the right feels like you would be able to make it with a nice jump, but you are actually force to do a riflejump for it.
In the 3th screenshot; when players come from the lower curved path on the left and want to get on any higher area; they are forced to make a jump to the right or take the jumppad which feels a struggle to actually take as you first have to hold down your speed to take it or bump against the wall, move backward and then finally take the jumppad.
What's the use of the red coloured bar on the left?
It feels like you should be able to get on top of it to earn a tactical advantage, but all it leads to a teleport or the area of a dead end.
The map's pickups are pretty unbalanced; there are 10 rockets spawning on the map, but only 6 shells. There are also only 6 grenades appearing. What about adding 4 more of each shells and grenades?
The playerstarts should be checked also as there are some in it which feel quite awkward.
P.S.
It doesn't matter who makes the feedback. It rather matters how the feedback is received and reacted.