divVerent wrote:Not sure if a trickjump map should have different weapon settings
i agree, trickjump maps should provide jumps that are doable with normal settings
ideally everything in the map should be tuned to the limit of the game's physics, not the other way round
On the other hand, i don't actually get any weapons in your map, only rockets, cells, armor, megahealth and quad. It probably has to do with the fact that loading parc1.cfg fails (i only tried the second version).
Regarding the map itself: i couldn't really find any use for those looooooong ramps except laserjumping over them to the very edge of the ramp and then jump from there. And this was possible only with the shorter ramps like the quadruple one with the jump pad in the middle, taller ramps like those to the spawn area or that "ramp hill" left me puzzled as to what their intended purpose was.
And, ramps should actually lead somewhere imo, possibly to other ramps that in turn lead to more ramps, then some platform, then yet more ramps etc... A ramp jump that only leads you back to the ground is a little pointless, don't you think? In general i think there should be more jumps you can perform without weapons: a great map like runningman comes to mind here (or Super Mario 64 maps

i'd love to play those on Nexuiz).
And more jump pads would be great, like Bundy said.
Also, the "full pipe" is broken: you can fall through the half of it that points to the "pink oval"
But, in any case, i love the idea and had fun with your map even though i was limited to laserjump only (the tower part is great for that).
Keep up the good work!