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This entry didn't really do it for me I'm afraid. The first portion of the map was spent walking through many large, completely empty hallways, picking up numerous weapons that I then didn't do anything with. The second half was then spent with blaring sirens and repetitive combat.
I can tell you put a good amount of work into this, and tried to mix a few ideas. My advice would be to do more with less. Make sure each space has a purpose and advances the design and progression of the map. Half-Life is a mix of traversal, narrative, puzzles and combat, it isn't just walking and combat. Try and start there!
JUDGE'S NOTES: The exterior portions and initial section of this map is reasonably nicely art passed, even if no real context is given on your arrival. However, as soon as you descend the art passing takes a big nosedive, and once the alarms go off, the rest of the map is spent fighting in plain blocky tunnels with irritating flashy red lights. I commend you on finishing an entry at all, but I'd really advise further polish and trying to think of a central hook for your map beyond "walk through and kill HECU grunts".
In all seriousness, the second half of the map is extremely rushed, as i had to do everything from after the fire door sequence in 14 hours.
You play the role of a redneck, and somehow get inside a black mesa outpost. Once you discover weapons, the map SHOWERS you with alarms, loud noises, bright lights, and fucking HECU shotgunners around every corner, but I'm hardcore, and I crushed my way through.
My reward: getting back to the parking lot I came from, with all the alarms still ringing in the background, and a fade to black that doesn't seem like it was implemented properly.
4/10, I like the platforming.