@Jgoodroad: I think adding some trim is the way to go, I took a closer look in the editor and it looks like the texture is just different. I've tried brushwork scaffolding in some earlier maps, and I wasn't too happy with the way it turned out. I might go back and look at how Valve used the broken window prop in their maps.
Auxor, on 18 November 2010 - 04:18 AM, said:
Wow, nice map. It seems like it could use some more "complication", as in, more passageways branching off the map and more troop spawns, like in OW_Breach. It seems a bit too linear so far.
Thanks! I think you're right, I was thinking the same thing cruising around the map yesterday. But I want to get some objectives in place and mock up how it's going to play, then go back and see where I need to put alternate paths, more cover and the like. From just looking at it, there might need to be some more space in between the objectives, and more side passages, but I want to get some playtesting in first. So that's where I'm headed now, getting objectives and OW spawns and traps in.