Ok... I played it. Since we don't get many singleplayer maps around these parts, and I personally have kind of switched gears from deathmatch mapping, to singleplayer mapping recently... I'll give this as much attention as I can. Y
you asked for it :wink:
I had this same critique with Drews map. I understand that you are working within constraints - can't afford animated cutscenes, new characters, voice over..etc. I'm sure that you have a fairly short time period to complete this project.
That said, I really wish there was a way you guys could have presented the goals of the map a little more creatively. The text works (and I did like your camera pans over ther objectives)..but kind of immidiately breaks one of the golden rules of halflife - immersion. I know it would have taken alot of work to do otherwise, and this was probably the best solution.... so I'll turn a blind eye to it.
Ok, I'm going to quickly nail down the big problems I saw with the level.
- Too much stop and go for an airboat level. I felt very confined at times.
- Too many red valves to turn
- Sometimes it felt like you were throwing everything you had at me..just for the sake of it.
- Ammo and health seemed a little unbalanced.
Section 1...
I get the airboat, then immidiately drive into a setup where I am forced to get off. This was also akward, because I flew around the rim of that bowl, and right into the dropship. It might have been better to have the player start off on foot, walk into that whole setup, fight all the enemies, find the airboat in the shed, open the door.... THEN get on the water.
Section 2...
I get back in the airboat... drive a short ways...then it another door. (seeing a pattern here). I don't know why you picked an airboat section...maybe you are a glutton for punishment. This has got to be the hardest type of map to create, and get the pacing right. What it takes to really do this, is a TON of space...because you're eating up realestate twice as fast with such a speedy vehicle.
The whole 'fun factor' with vehicles is in moving fast, and controlling them. It would have been harder to design, but I wish there was a way you could have made the level some type of circular track, with the objective buildings lying radially along the outside or inside of this path. Some way, any way, to keep the player moving...fighting guys, until they decide to bank it, and hit thier objective. Like I said, though, this would be hard to do...but the result would be a much more fluid experience.
Anyway... I though section 2 could have used some explosive barrels, up where the combine are shooting behind the shield. Also, when I came up that ladder, a couple of combine were right on top of me withou me being able to see them. Maybe a couple of headcrabs would have been a more suitable surprise. I liked the mannable turret up there.. turrets are fun :smile:
Section3....
This was my favorite part. It felt like the most focused place in the game. It actually felt more like a finale, than the helicopter battle did. You really threw alot of enemies at me there, with just enough health to keep me very cautios. Those 2 gunships were a bitch to kill, and I would find combine sneaking up on me if I didn't watch it. I pretty much got pinned on the rear balcony, jumping in and out for ammo. Maybe the balcony could have been a bit wider..I got snagged there a few times.
I really liked the combine jeeps and guys hovering around them. It was a blast taking those things out with the rpg, and launching all the combine into ragdoll goodness from afar. The shooting gallery of combine on the rooftop was also nice....good for the xbow.
The 2 gunships was maybe a bit much. 1 gunship might be better. Like I said..this was such a big battle, it felt like a finale, and made the ending seem a little weak. You want to go out with a bang, if you can.
This is just a side note, and something you are probably aware of, but the weapons really seemed all neatly prepared for me. I just walked into hordes of ammo laying on the floor, and a few really powerful weapons just sitting there. It would have been better to spread these things out a little more. Maybe give the xbow a little sooner. Also, set the scene a little more, so you feel like this ammo and weaponry belongs there... make it feel more like a combine post? A couple of dead guys, still clinging to thier weapons? something.
Section 4....
More health... more space.
Seriously... put some floating breakable crates, with health in them right before the helicoper intro. I really needed full health for that battle. That sucker kicked my ass at least 5 times before I finally took him out. you should fill the player up with health, and give a few shields too.
The only way I could beat this guy, was to circle around that small space, trying to take cover when he opened fire. In a sense, the layout was effective, because i was able to use the environment, to beat the enemy. It was pretty cramped though.... could have used a bigger circuit, and a few more safe zones, or obstacles to put between you and the helicopter. The helicopter also drops bombs...which would have been nice to use, if the health was a little more plentiful.
The ending was fine. After the big battle wth the chopper, I was sort of relieved, to have a fairly easy fight against the combine. I liked the explosion, and all.
.....
Ok, I'm wiped out and need to get some sleep. If you like, I can go into more depth, and attach screenshots, for reference and all that jazz later.
I hope you take this critique the right way. I commend you kicking out such a fine map, and am sure that they will only get better and better. I am VERY happy to see people doing singleplayer mapping. It's a whole other ballgame, that takes more skill, practice, and patience, than you could imagine. Bravo!