Wow, thanks for the out-pouring of suggestions. I am very
grateful for all your ideas. Now, I'll address them one by one...
I had no idea that was the conference room. You need to provide the player with more clues about navigation
How about adding "the conference room directly below" in the game_text at the start of the map?
Ambient lighting can be done tastefully without making things too much brighter
I will experiment with light_environment. But in fact, the
current ambient light setting is already the result of multiple
fine-tuning attempts. I don't want to make it unnaturally bright
so it loses the sunset ambience.
The auto saves should not save over other auto saves...
I thought the engine is set to save only two auto_saves. The
older saved game gets bumped out and deleted. That's how it works
in the official Valve single player levels (at any one time there will
only be two auto_saved games--the most recent two). So I am
afraid to accidentally overwrite people's saved spots if I trigger them.
set the distance at which models disappear so when you're out
of a room it doesn't have to render the models for instance.
I've already done that with almost all the models. It was quite a
painstaking process--to maximize performance without having the player
notice that things around them tend to appear and disappear.
if there were more objectives and they were spelled out / stated
I didn't want to over do it. If the objectives are too direct,
then the maps would feel like a guided tour through the
courthouse. The player loses a sense of free will and just feels
like an automaton following orders.
Like in the real world, you have to think on your toes and manage to escape without having all the informations.
Maybe there should be another force field to confine you to the space in between the halves of the building
I thought of that also, but decided against it. It would also
take out some of the fun and free will factor from the map. I
want to have the antlion guard in the courtyard chase the player back
into the building instead of just having a force field blocking the
path.
There are also other places where I put an excessive amount of Combines
to force the player to go one route or the other. I want to have
the player go through most of the map and semi-direct the player's
navigation without making the player feel that he/she has no choice but
to go this and that way.
It's nice to have options in how you play, but the game (the map..) should guide you into the next step
If there are real options (and sometimes there are), then it's not
feasible to guide the player's movement. Which option would I
guide the player? I already accomplish this subtly by forming
specific patrol distribution around the map so there often is one
easier way to get from point A to point B.
The beginning was difficult!
I agree. I wanted to have the first prison guard to just have a
handgun, but that isn't one of the weapon options. Perhaps there
is a way around it?
In addition, there is a trick to bash the guard's head open without
getting hurt. It's not easy, but it's definitely feasible.
You have to stand right next to the doorway with the crowbar extended
into the door frame and lure the guard to the door. Then with
your body partially protected by the wall, you can quickly and
effectively split his skull with the crowbar without him having a
chance to fire back at you.
And if you manage not to get killed by the shotgun blasts, there are
plenty of healthkits inside the prison to get you well again before
facing the next squad of Combines.
if you make it to the gate before you've done what you
need to do to unlock it, a message about what's necessary might really
help
I thought the locked sound from the keypad is sufficient clue that it's locked...
What I find most important are just a whole lot more details and finishings.
I agree, but with the framerate already suffering at places, I cannot
afford to add a whole lot to the map without degrading performance
further. I've tried a lot of ways to improve performance (hint
brushes, areaportals, occluders, you name it), but I don't think there
is an easy way to drastically boost performance without some major
reconstruction of the map.
I hope you turn this good map into a professional one!
I would like to also, but in reality, I don't have the time
anymore. My wedding is fast approaching, and I am getting busier
each day with the planning process. So I will probably just
polish up this current map the best I could without spending another
month on it.
Why not just leave the door open if its this easy to esacpe?
I tried to think of another escape strategy, but I can't easily come up
with one. I agree it's strange to have the window completely open
like that, but it would be even more strange to have a key or weapon
inside the jail cell.
The gravity gun is sitting in a tiny room, just lying idley as
if it were a piece of trash. Put it behind something fancy
This can be quickly remedied. I'll put it on a table with other interesting contraptions.