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-I didn't see the outdoor area, what did I miss?
-I was able to work out what I needed to do this time, but it did still take me a while to find the door into the dark power room, when I got to the room with the turret it confused me, I was able to find the door in the corridor but it was rather well concealed. Maybe needs something in the room with the turret to draw attention that the other door is the path in?
Overall though, much better.
Hint: Just check the pipe and where it's connected / routed.
I knew that some of my ideas were too big to cramp it in that time frame and one singular map. I made a lot of changes to make the map more enjoyable. So if you have time you can check it out. Feedback appreciated. I'll take some time and further improve the map based on your comments. Any other than that you might want to know the basic story what I wanted to tell with this but ultimatively failed due to different constraints. Please check the spoiler area inside the description.
Little confusing were the turrets. Tried to get several times past them.
Interesting end though!
I have mixed feelings about this entry! I think you had a really cool theme, with some great environmental ideas, and I loved the "hub style" branching you made us do. I thought the size and theme of the facility was really ambitious, and quite unlike any of the other entries I've seen so far. However, for me personally, the map felt way too "walking simulator". The puzzles were basically just "press button, done", rather than requiring much thought. I also felt like not giving us a suit on a map with so much ground to cover was cruel, and padded the runtime unnecessarily. I would focus on gameplay design - the map already has a lot going for it, but it needed some meat on it!
Overall, I think it was a good effort, but needed some significant design improvements. The visuals and style were really unique, I thought, and I love the central idea for the facility. Hope this feedback is helpful to you!
JUDGE'S NOTES: This map was visually pretty cool, but was dragged down by not a lot of gameplay meat here, and the atmospheric moments finding the specimens in pipes was, again, pulled down by the awkward web of movement you kind of have to do around the map. Vistas were generally pretty good and whilst it was more annoying than useful, the physical flashlight you pick up and carry was a creative touch. It just wasn't very fun to leap from one end of the complex to another with no HEV suit, and bad telegraphing about where to go next. Work on your gameplay offering next - your visual understanding is already solid.