First thing I noticed was the nodegraph building for the npc_seagulls.
I don't know if you can include these .nav (or whatever file it is)
files into the .bsp, but it's worth a try.
Anyway, the map itself has some really nice touches, I liked the
overall beach part and the leech death is a nice touch indeed. Your
displacement maps overall look too squarely shaped, try to get away of
that. The outside rocks for example all have about the same height,
which makes them feel less natural. The vertices don't necessarily need
to stay close to the original surface. Those base brushes don't even
need to be square, just as long as a dismap has 4 sides it's ok. Play
with it more to make it feel more natural. :smile:
I liked the subtle ambience touches like the computer sounds. They're
just loud enough to be heard but silent enough not to get annoying I
think. Nice stuff.
The outside buildings looked random placed though, no paths between
them, not even any connection with the road up ahead (it's a shame that
area is inaccessible! It would've given some nice vertical combat) and
it seems odd to me you built houses there with a connection to a secret
lab inside the rock. Oh, and add a road there for those houses or a
path or such. You have great detail at some places, but some places
just lack them which makes the map feel inconsistent. Boring hallways
versus interesting rooms...
The map also feels intimidatingly large I think. This may not be a
problem for 16 players, but personally I felt the hallways were too
long with little cover along the way. Some also were just high enough
to walk through, which made them feel very cramped vertically. Me not
likes a cramped feeling. The map is easily set up though so it should
be fast to learn, I think that's a good thing about this. All area's
have some sort of theme of their own which probably speeds up the
learning, but it looked a bit too random to me at times. Some area's
reminded me of FarCry labs, others of HL2 parking lots, others of HL
hallways... I agree different themes or rather, sections within a
theme, help people navigate, but I felt the logic connection between
the area's here was a bit too far off.
Overall, some nice details and athmospheric area's (cave :smile: ), but those are broken up with boring hallways and empty spaces.
It looks easy to learn yet it seems like a slow gameplay unless there's
really a lot of players running around. It misses some great
opportunities for vertical combat like the shore road and the parking
lot upper area that weren't used.
Create-ivity - a game development blog