I had a lot of fun on this map over the last couple days. Kudos to you DOH-rekrut (and whoever else helped along the way). A lot of us devs are very excited (and surprised!) to see custom content that is already so far along in the development process.
Here's a quick and dirty short list of suggestions that I've come up with after a couple hours of playtime.
- Squad spawns would be nice. They are relatively easy to set up, too (just a regular PlayerStart with PrimaryStart unchecked). I'd go into one of the TW maps, find the right group, copy and paste them into your map, and align to the floor. After that you can spend a bit of time moving them into better cover areas and placing some in buildings.
- The performance seems to be fairly low. From what I can tell, the grass is the main culprit. I'd thin it out (especially in areas that don't need it). Maybe reduce the count in the field area with some shell craters. Areas outside the play area can have even fewer. You could also do some tests with the materials or other settings to see if you can get any FPS gains there.
- The nuclear explosion in the background is a bit much! Personally, I'd tone it down quite a bit and maybe offset the sun to be in a direction that players don't often look at.
- Mantling over fences obviously needs some tweaks. You could also knock a few down in key locations so players don't have to always mantle over them. I just took a look in the editor and you don't have an Info >
RODestructionReplicationInfo. All destructible objects need to be in this list (use the scene manager when populating the array). You also have quite a few fences that are set up ClimbUp instead of Mantle, which is why some are not working. Unfortunately, this will take quite a bit of fiddling to get it just right.
- Most of the building interiors seemed very dark, especially considering the amount of sunlight outside. Check out some of the official maps and snag some MAL sheets (flat SM planes over each window that help bounce light inwards). You could also rotate the light direction to hit the buildings from the side as well as the front to allow more light to penetrate inside.
- Some of the spawns could be fired into. Most of this could be solved with a few moved objects and playerstarts.
- I would strongly suggest removing any overturned interior objects from common fighting positions (especially windows!). Try to keep all of the chairs and other debris near the corners or unused sections of wall and be sure to put blocking volumes around them to stop players from popping up all over the place. See Apartments for some good examples of cluttered rooms that do not hinder player movement or cause too many annoyances.
- You will want to put in a cull distance volume (or several, one that encompasses the entire level and one over each building) to make sure smaller objects are being culled out after a set distance. Right now many of the smaller objects in the level are always being rendered, regardless of how far away the player is from them (eg. the apples on the table...).
- One of the bathrooms has grass in it!
Overall I am very impressed with this level, and I'm certain that your efforts have inspired many other community mappers!