Thanks to tarsisd2 & Danial Zahid for providing feedback.
There are still classic FY servers, which provides more challenge than modern FY servers (which has parachutes and rocket jump).
TBH, the rock wall could be simply due to the game engine, because there's another wall (the large crate) sticking on it.
And I am using Valve Hammer 3.4, not the Unofficial version.
layout of the level reminds me of fy_snow,
since both share almost same layouts, although fy_snow doesn't have a
rooftop area like yours.
don't know why, but the environment lighting looks quite good, which is
what caught my attention at a glance on the screenshot and led me to
play this level.
rooftop addition is definitely a good idea to add more fun and provide
more ways to fight. Good job!
And yes, those bridges were a nice idea, too.
textures, I'd say the same thing I said before in another level
assessment, which is that the default dust textures are quite cliché
Seeing them used in every other 'dust themed' level has become tedious, honestly.
So, I'd only suggest considering some new dust textures (and there are a lot of them as far as I can tell) which are more pleasing than these ones.
not saying they look bad though, but you could improve them actually by
using some different/new ones than the default ones.
of the textures, there's one more noticeable issue on the corner sides
of the level, which is the bad usage of the textures flow.
Take a look at this screenshot and you will get what I mean. You notice how there are three different textures on those walls which are joined together and look completely random (right to left; one has a rock texture, the other has a window with bricks one which is blurred/stretched out, and another brick with a trim one).
this makes it look bad to be honest, and definitely something you
should avoid doing.
Judging the layout, I'd suggest sticking with only one of them (probably the brick one with the trim), unless you have a better idea about that.
is supposed to be a FY type level and seeing that you have provided
enough arsenal to the players (on the ground) already, the shop isn't
supposed to be there, right?
In any case, I'd suggest removing it, which is more appropriate for this level type.
noticed a minor issue here,
that is, the ladder is overlapping the wall and is noticeable at a
It's present on all the sides, not just this one. You may want to take a look at that.
not sure if you are already familiar with this, but it's recommended to
always use the BEVEL/NULL texture on those solid faces/textures which
can't be seen by/rendered to the players in-game.
Here's one example of such view (yes, it's not a playable area, though these unnecessary faces/textures are increasing the WPoly of the level).
So, you should use the BEVEL/NULL texture instead to save up the WPoly count.
looks weird and kind of bad, honestly. Instead of just carving it like
that, you could do a proper brushwork to provide a detailed and actual
doorway which makes sense.
crate clipping the wall causes the wall texture to get
You can simply fix that by selecting all the brushes/textures of that wall and aligning them in a same way (by face or world, treating as one, etc.) using the texture properties.
simple and short, but interesting to play. A few bugs and issues fixes
as well as some improvements to the textures and the geometry here and
there and then this level will be more better.
I personally liked the rooftop area, which is probably a distinct feature of this level.
Keep it up!