Thanks a lot for taking the time to look at my map and give so much feedback
.
I agree with all your comments, thanks for pointing the issues you found. I plan on implimenteng just about all the suggestions you made.
Posted by MisterBister on Mon Nov 8th 2004 at 4:38pm
I have downloaded your map and taken a closer look at it.
Heres what i found out.
It would be nice if you introduced the player to the story with some kind of an intro which told the player what was going on instead of forcing him to read the readme and just throwing him right in the middle of the action without having a clue about what was going on.
Firstly you have to do something about the first room. It has very low detail. And one question i asked myself was, why didnt the guards unarm barney?

Your scripting worked pretty well throughout the map but sometimes when i ran towards the first door which is locked and the guards saw me and started shooting, the guard who was supposed to open the door never did it...
One other thing i saw in the second room was that the stair was way to steep.
It looked great but was just way to steep to look normal.
I really liked that you force the player to use his brain every now and then by forcing him to, for instance, getting out of the first house by jumping on a pile of boxes out of a window in the ceiling. But in the end it felt quite irritating that almost all the doors where locked and that you had to go around the problem by getting in the ventilaiton shaft and stuff like that.
The yard is very well done, both in terms of lightning and detail, but there where some issues i encountered.
First of all is that the guardtowers are just way to small. It looks truly riddiculus with the two guards standing in the top, make the guardtowers bigger!
The number two issue is that the bar that blocked the player to get in the second house.
It looked like I could crouch under it but there was obviusly an invicible block stopping me, so i had to jump in the barhouse and kill the guys, press the button and then jump out again and then run through before the bar went down again.
It was a nice thought but i think you will have to remake the bar.
Issue number three was a bit strange i think.
It looks like there is some kind of a invicible block which doesnt block the player but blood and bulletholes appear on it, though it can only be seen from certain angles.

I have not much more comments regarding the second house other than:
Please spread out the details a bit more. In some areas theres absolutely nothing to look at and in other places theres much more which makes the overall detaillevel a bit weird.
To illustrate this i took this screenie:

You see the door at the left? It has a lot of details like the signs around it.
Take a look at the middle of the picture, nothing at all, just a cold dead wall.
Then take a look a little bit more to the right, a cold dead door with no signs at all.
You wanted to know some about the gameplay.. Well heres my opinion.
I think its very good that you try to make the map a little bit more than a hack and slash map with lots of grunts to kill by creating the small puzzles i mentioned above but sometimes it gets a bit irritating.
Personally i think that you have consentrated the grunts a bit too much and it was really hard to survive through the map without saving and loading all the time. It would
be alot more easier and less frustrating if you just removed one grunt here and there.
My overall impression of the map is that the map is OK but it can be made alot better by putting more details into the map, work some more of the lightning inside the warehouses and i think that it would be great if you made the warehouses a bit bigger than they are in the map.
Warehouses are made for storaging different types of cargo and therefore, they are big. To be honest pretty much bigger than the warehouses youve made. But thats just my opinion.
I really hope that you will continue working on your project despite my a little "pesimistic" opinions.
If not for giving us some fun gameplay then because you actually learn very much by doing small projects like this one.
I hope to see more in the future
Good idea
got any others? Have you played it? I'm interested in finding out any gameplay issues as well.
Thanks!
Yeah the textures are pretty foul in some areas, what did you have in mind for the lighting? And I included a dark and dreary sky, didn't it show up? <br> <br>Thanks for the suggestions
Posted by Andrei on Fri Nov 5th 2004 at 10:27pm
Looks OK, but change the textures and the lighting. How about a dusk custom skybox with appropriate lighting?
Posted by Spartan on Fri Nov 5th 2004 at 8:47pm
Give the keyboard a slight slope so it looks a little more real.
Thanks for the comments guys.
The crates are next to the cylinders probably as a result of incompitent workers![]()
The lamp is seethrough cause my granny had a glass lamp sorta like that![]()
The crates in the "office" are part of a new shipment of office furnature and computers.![]()
The smallest crate got put on the tallest because when it was the other way around, they kept falling over![]()
Yeah the light fixtures are ugly 
Thanks for the input!
Posted by Gwil on Fri Nov 5th 2004 at 5:44pm
Looks fairly reasonable as a warehouse setting, convincing enough as a warehouse - why are the explosive crates next to seemingly radioactive cylinders? Unsecured explosive crates, at that
Why is the lamp see through in the 3rd shot? Looks odd. Also, the crate placement overall looks odd - why are there such large crates in what seems to be an office? Also, how did the smallest crate get on the top of the largest one
The textures on the light fixtures (not the light bulb, the actual fittings) look odd - change them to something darker, possibly plain dark colours.
Other than that it looks ok - not much to comment on really, but all seems fairly good.
[addsig]
Posted by Minotaur0 on Fri Nov 5th 2004 at 6:11am
I kinda like this map, but man the texturing really sucks. Go get some custom textures and work on your lighting plz

