I've been wanting to give my thoughts about this map for sometime. To make it easier on myself, an you aaron, I've recorded demos for ya that you (and anyone else whose downloaded the mini mod) can watch. You can get the
Demos here. I didn't bother writing how to install and watch them, so if you don't know how to, read this:
VDC demo_recording/playback instructions.
Now on to my written thoughts:
-The map was highly detailed. Usually a good thing; I didn't see any hit in performance (I didn't check fps or anything) but if there was a change, I didn't notice it.
The level was very large, meaning lots of open spaces (for the outside anyway) The buildings were tall, the windows large, the textures over stretched (most of them) I felt very small, and the level felt like it was built for giants. IMO, I don't like over stretched textures. I understand you don't want them to tile, but this is the Source engine, that's why there are normally three versions of the same texture for tall buildings, one for the base, another for the mid section, and the last on for the top trim. If your buildings are simply too big to not have the textures tile, then that must mean they're mostly uninteresting or too wall-like. This is the Source engine, please don't taunt us with low res textures, keep them at their intended scale and learn to make the geometry 'fit' the textures. It will look better in the end. Believe me, it's noticeable. (I can't say too much, because I am guilty of doing this in my 'machinery' map. It was the last thing I did, and it was super rushed, (did all the texturing in 30 minutes) I had to rush to finish it; that's why it looks sooo bad...
Anyhow, besides the textureing making the map feel like it was built in the land of the giants, there were only a few other unnerving things that bothered me enough to post about. The gameplay...
The gameplay was slow and kinda uninteresting to say the least. I don't like bashing maps, but the zombies lying around in these GREAT EXPANSES of space just doesn't scream 'fun.' I've done it before in much more interesting places. I understand the zombies are there to give logic to the plot and story of things, but this is still a game, and unless you do something creative with them, this map will fail to stick out (even with magnificent visuals). With that being said, the zombies and even the first fast zombies felt a little out-of-place. Kinda felt like they were waiting on you, and that the map was built for you. Instead, it should feel like I am happening to stumble into this place, and these things are already taking place as I come staggering in. =disturbance in SOD (Suspension Of Disbelief). It reminds me that I'm still playing a game, which I don't want to think about; I want to
believe I'm really in this place...
The other thing that disturbed me was the lighting... For some reason, there was green lighting in a corner which I never found the reasoning for. Was there something special there that I missed? Why was it green (A color with high contrast compared to the rest of your lighting)? With it being such a dark map and-all, you takes extra patience and time with the lighting to get it just right, because now the lighting becomes much more focused, and the geometry much more defined. While I didn't see too much interestingly built geom. I did see a lot of alpha masked textures (lots of grating and trusses) that help give the level more detail than was actually there. But those kind of textures/details can make the level seem 'too busy' Something that can actually detract from gameplay. However in your map it did not detract from the play. But this is not a good thing, because with so much detail and expansive space you have, I was waiting for something big to happen around the corner. Instead, I get to see all this detail and for what? A couple of zombies and headcrabs? -Aren't you just cheating yourself here? All this means to the player is a strait-up hallway to go through (basically) with a few obstacles (avoidable too) to slow them down. Hardly any of your players will stop to look at the scenery. (except fellow mappers of course, which you notice when watching my playthrough). There is nothing for them to do except pick up a prop and throw it at the closest zombie and move from A to B. =not very exciting, and leads me to my first point. The level is too busy for what seems like a much more exciting place which you clearly discover is not. Not much going on there except for rain and a few zombies. Why include that part of the level at all if all it's meant to do is get you to the inside of the refinery?
Whew, enough ranting already, let me point out the cool things I liked!
The sound... You can't hear it how I did in the demo, but what I did hear was some awesome attention to the audio in the game. You'll notice I like to hang around underneath the onnings in the rain, because I thought the 'water hitting metal) sound as you walked under was perfect! Really helps the atmosphere and SOD of the level. ++ in my book; really great stuff. Also, the music for the autosaves (and the fact that there were autosaves) was quite nice. Please keep that in there. Does this mean there may be some whole custom soundtrack for the map? :dodgy:
The dark room was done pretty nicely. This may be the fault of not having to worry about lighting, but what you have done here was done quite nicely. The initial fast zombie at the door was a surprise and the placement of the zombies was pretty spot-on. Not too many, not too few. The white light in the back kept me in view of my goal, and didn't let me stray into complete darkness =never a good idea. So, that whole sequence/area was done quite nicely. Props to ya for that; my favorite part about the level.
The second outdoor space with the running water was much more believable than the first. While although, I remember catching a few glimpses of over stretched textures, it overall was O.K. The scene beyond the fence was nice too. And helped give me placement in the world. Because it was so dark, it was hard to see beyond the level boundaries.
All-in-all, the level was very nicely made. With attention to the sound and other effects (blinking lights; rain and lighting in general). The level could use a bit of sprucing up as far as gameplay is concerned (leave the first indoor dark room alone, that spot in nice

) Think about the outside some more, and continue manipulating the geometry a little. This will help not make it feel like a corridor and more like the back entrance to a refinery. Add more obstacles and bring the area to life! It feels very 'statiky' (derivative of 'static') right now. Think about your monster placement and approach. This is supposed to be scary (the word 'terror' is in the title!) Make it more scary with the sounds and gameplay. Don't just make these awesome spaces only to populate it was a few zombies like an afterthought. AI isn't everything, give something for them to interact with, or surprise the player with. Use your noodle!
It was a great place to walk through (as a fellow mapper) but an awful place to play in. I know it's in beta, but it won't hit high on many people's lists the way it is now. Fix your monsters and gameplay, and the rest should fall into place. Make a few 'flow' diagrams (the curves that resemble the player's possible path through your level with encounters or obstacles marked out) and evaluate it or compare it to a favorite level of yours which you would like to emulate. Give your player less room to wiggle, and the tension will rise. Plenty of opportunity in this map, you just have to learn to see it.
Don't get me wrong, I may be saying more negative things than good things, but believe me, this is one hell of a good map (especially for a beta) and SP maps are hard to do. I wouldn't be commenting on it as much as I have if I didn't think it was going anywhere. I understand your passion towards the completion of the level, and I look forward to playing it again soon! You have put A LOT of time into the map and it shows, all ya need is to take a step back for a moment and see the bigger picture. Hopefully watching my demo, will help you to see it through another perspective. You'll probably notice things I missed that you might have worked on so much that I completely passed up. It will show you what the player will care about (disregard my venturing outside the intended path; I understand you haven't player-clipped the level yet).
Well, that about wraps it up with all I have to say about the map. Well played my friend! (If you're NOT aaron_da_killa and you HAVE read this far in my post, congratulations! You've just read the longest post I've made on the Pit in the last year and-a-half (excluding images). Take it easy aaron; you have a fine piece of art in the works here, make sure not to stress out over it.
Cheers!
-Riven
Blog:
www.playingarchitecture.net
LinkedIn:
Eric Lancon
Twitter:
@Riven202