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The ending is also very underwelming
Pros:
- The map isn't so easy than you think.
- Good idea with the G-Man's space. Half-Life: Alyx/Entropy Zero 2 vibes))
- Good working with "soundscapes".
- Well-done brushwork and design.
- Some areas have interesting level/game design.
- You didn’t forget about mirrors with real-time reflections! They’re a litle broken, but that’s an engine issue, not yours.
Intersting things:
Your map has a bit of non-linearity.
The first spot is the beginning of your map, where you don’t have a weapon, but the zombies you do.
The second is the building with the dining room and broken floor. I jumped over the hole with the planks because I already knew they would break. Then I spent a while exploring the building, thinking it was a non-linear part of the map, but I realized I had a litle broken your linearity. :)
Issues:
- Sometimes you need to disable dynamic shadows for some "static/dynamic_props" because their shadows overlap or pass through other props.
- Some "dynamic_props" have static lighting (they have only one preset brightness and don’t change their illumination) , and some "static_props" have broken lighting. They appear too bright or too dark compared to the space where they’re placed, or the lighting is just broken.
- Fighting poison zombies with the crowbar is a bad idea due to their broken hitboxes and attack range, which makes it difficult. Also, they are fat.
- Using "text_message" to tell a story, in my opinion, is a bad idea. I've never liked that approach.
- Some edges of the map need more detailing because I can place "dynamic_props" to see the map boundaries.
- Zombies behind planks don’t break the planks because they don't have scripts for that.