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Unfortunately, I can't say I will be going back and improving this map much. To quote the words of everyone's favorite spiked turtle dinosaur: "I've got bigger fish to fry!"
Also, I have absolutely no idea what you were talking about with the apc being unkillable. I have always been able to reliably kill it in one or two blasts with the tau cannon, so I have no idea what your problem was.
I would have added more scripted sequences, but this map was actually more experimental in what I could do moreso than anything else. The only reason I dragged it around for a while was because of procrastination and schoolwork getting in the way. There will be a lot more thought put into my next project for Black Mesa.
Just know that it involves choice, and an ocean.
But yeah, I'm always happy know how I can improve on something.
As for the Tau Canon : Ya well I used it on all the aliens and grunts in that room. So I had no way of killing it. Nades didn't do the trick. Perhaps add a rocket launcher near that location. Perhaps some stash of army equipment somewhere to the far left in that room.
Ps: Should you require a beta tester for your next project at some point. Feel free to contact me on moddb and I play test it for ya along with ideas - suggestions and bug reports.
moddb.com/members/23-down
This feels to me like an experienced goldsource mapper's first forrays into Source - the gameplay and overall map layout were great, the brushwork was overall good, and there aren't many major complaints I can make about the lighting, (it's not breathtaking, but it's certainly servicable) but there are some instances in the visuals department where certain things feel more like Half-Life 1 than Black Mesa - doors and window frames are massive and chunky, some textures were scaled to an oddly large size, such as the whiteboard at the start and wood throughout, and there were quite a few instances where objects were being made out of brushwork where an existing prop model could have fit into the same role. That said, the rest of the experience was great, and you definetely have a handle on how to make a map that makes the most of the spaces used with loops and bounces. Really, the biggest complaint I can think of is the lighting in the final fight - it's uniform white to the point where the room feels fullbright - in the future, be sure to add some splashes of colour and spots of shadow to places like this!
I don't have any gut feeling about a numeric rating I can give this, but I enjoyed the maps and I hope your next project turns out even better!