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I think you should remove all Energy balls ammo (leave atleast 1)
Its because when the gonome appears you can easily oneshot him with this energy ball and mod will be a cakewalk
+ Need to remove barnacle at near end because barnacle can also kill gonome (tested it myself)
The tunels look cool and the game is intense but I would get rid of some weapons and/or place them in less intrusive places, if I were you
very nice map
I did feel a little bit let down by the story of the map. The premise makes sense, your dropship was shot down and you crashed in the mine. Perhaps you were a Bad Cop clone sent to join up with the big Combine convoy that Gordon witnessed in Episode 2. But the NPCs within the mine don't make a lot of sense in the context of the story. There were some phytoplankton barrels, and oddly enough, the vortigaunt mural from EZ2 showed multiple times. I wish I had a better sense of how these elements worked in this setting - why would there be things from Arbeit here? Perhaps the crashed plane at the beginning of the map was meant to explain those elements, but I only just realized that now.
Overall I would say I really enjoyed this map and I'd encourage anyone to give it a download and play! (2/2)
I was surprised by how literally the map takes the concept of "linearity". It is entirely linear: from start to finish the map takes place in a single tunnel. I felt a little strange playing through a map designed that way because the original ez2_c4_5, "Xentarium", was designed in the same way and we ended up cutting it out of the game because we felt like a linear tunnel map couldn't make satisfactory use of our NPC AI. This map feels a lot like the cut version of Xentarium, but it's even more linear. I never felt that it was too crowded though. It gives the NPCs just enough space to be able to navigate around obstacles and get to the player. I do prefer nonlinear maps, but this map is just fine the way it is. (1/2)