Great it isnt just me! ^^
Anyway, will download it from spec server and give you feedback in edit.
EDIT1:
You missed M in your link
EDIT2:
http://paintball.jordanmrichards.com/servers.htmllink for those who wonder
command: "newmap beta/spcup_kingdom_b1"
spec 1 pw:test
login:testyou can just join to download it, if nobody lease it again
EDIT3:
So i played through the map and its pretty confusing at first glance, but after i partly understood how the map works, i think its pretty good. I cant really predict how it will play tho, its too complex.
Looks: really nice, i love the way the map looks. But there some part of terrain which look unnatural tho, i might take pictures of them later. And i didnt get textures along with your mapfile from spec servers :p
Base: Like the way higher flag is handled, if you fall from there, its harder to protect it > makes for nice tactics while grabbing. Also higher flag is much more valuable to defend because High flag is easier to get away with (not taking in account speed to 2nd which is possible and makes going High way even more risky).
Mid: Kinda too complex i feel, i think you should do something with midlow, make it a little higher so you dont fall that deep if you fail jump.
Tactics: Higher is tons faster than low (ok leme rephrase that, getting away with high flag is like 10x easier than with low flag). What that means, is all plays/rushes will be about this way and if your mates lose at that way battle, you are kinda screwed if you in the other way, you have to rush the same way, because getting to the other side from the other way is more difficult.
leme make clear something before i continue, this is getting confusing:
High way = way to low flag and cap, DRY, leads to Walls
Low way = way closer to high flag, WET, leads to Bridge(mid bridge)
I hope i am right on this, well i will just continue assuming i am.
You can rush the low way and you even made some kind of speedjump there, which is nice, it makes rushing/getting away more interesting. The problem is, the High way has nothing like this, its pretty hard to actually rush over mid from there (you would need to do 2 "hard" double jumps in a row to actually make that speed) and its not even rewarding enough. I feel like these ways should have been swapped, if you made these 2 doublejumps you would get to the higher flag (which is easier to get away with as i stated before). And lastly, i dont like that there are some kind of "buildings/castles", it makes it easy for campers etc. Take for example pforest, there is like only one place where you can hide and camp, which everybody checks anyway (well i do, right Clipz?
). I guess you wanted to give the low path some disadvantage so you put there place, which can be held by campers? Probably, would make sense, while its good thinking, dont really like how it worked out.
Well, thats all for my "first look" review of your map :p
To sum up:Map looks really nice i would say its your best map in terms of looks, just to remove some weird looking grasses :p
Looks == 9-10/10I think you still need to work on the flow of the map. There are some possible issues i see with it, on the other hand you threw in some sweet speeds
Flow == 7/10EDIT:Changed flow rating, i feel like 6 is too low, the map flows decent compared to your other maps.As for how the map will actually play, i think it could work even now, but as i said i fear that the low path is much better than the high path (if i dont mind the camp possibility). But i like the flag positioning and overaly this map looks like its heading the right direction
.
Gameplay == 6-7/10 ??
yet to be tested
EDIT4:
Just realised something, if someone gets High flag and tries to run away through the Low way, your only chance is to cut him of, because you cant catch to him if you try to switch paths and you cant jump to the other high with some speed > if someone gets High flag its basically cap on you. This is where i see the biggest issue.
EDIT5:
Ok, if you make correctly both DJs, high way is actually faster, but i think its still pretty harsh, because you will be lining and trying to do these DJs at the same time, they are way too hard imo. By 2 DJs i mean from the High way wall >DJ> bridge >DJ> other High way wall
EDIT6:
Low way > High way, High way is more riskier to go to, without any possible reward other than positional/surprise advantage.
Suggestions how to fix Low vs. High:1)Make 1st flag worth more points. Not sure about that one
2)Make DJ from High way wall to the bridge easier
3)Add some midlow speed connecting both High ways
4)Add ramp to High ways, which shoots you to the bridge without having to DJ it.
EDIT7:
When you enter the cave from wet (Low way) the first lantern on the left is weird. Too lazy to make sshot, if you dont find it, i will make one.