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Thank you for your comment. Both maps requires further work in term of adjustments and tuning. But I decided to release it in this state as I have less time to work on it.
I'm gathering the comments of all the players and I will release a new version of the two maps.
The Second map is kind of a melting pot of ideas and recycled projects that I worked on years back. For your information, the 2nd map was intended to make part of a l4d2 campaign.
Game design is not at all my field, I'm doing this as an hobby. So I don't want to get into a design school.
I tried to found something and still trying :p
In the next version, when the player is approching, a cannister is droping down releasing some steam and the grunt is making some noise.
It was intended to be a more relaxing part after the previous fight through a small part of puzzle. But I didn't achieve what I wanted if you can blow it up as you said.
You can avoid damage by hiding behind some crates and using the ventilation duct to get closer to the turrets in order to throw satchel and grenades.
The vortigaunts spawn is intended to be a warning to the player as they are killed immediately by the turret wall when the player is approching the stairs or the ladder to get into the duct vent. Player should be almost full life because he has filled it after security and silo entrance.
This part will be reworked. The vortigaunts are not firing due to engine limitations anyway.
About the nitpicks:
Actually it was not a dead end direction but another path to kill the sentries that open to you. But kind of a nasty one as you may take severals damages.
Overall this sentries wall was intended to depict evilness of marines.
Yeah this part will be modified in the next version. When my brother tested the map he told me to put an elevator music during this boring part xD
I didn't wanted to put the old fashioned headcrab after an angle but I have a new idea for this part.
I put these barnacles to led the player. Where there are enemies, its where the player has to go. They are in straight line because they are targeting the stairs.
Good point