by Pink Panther on Wed Jul 02, 2008 12:12 am
Well, where to begin...
The beginning sequence as Spas12 said, was a bunch of cluttered rooms packed to the brim with random props. The rebel telling me to get in the basement did not help the situation, as I kept running around trying all of the doors (which more often than not blocked a hallway) to find the basement. Anyhow, it only occurred to me only after I got outside and did not heed the advice to stay in the house that I was already IN the basement; so that dialogue was not helpful or intuitive. After I got outside, there was some random pack of Soldiers standing around doing soldierly things with no apparent urgency or command to charge the house like I assumed they would. The manhacks were annoying, and the sniper placement even more so. After dying the first time from an invisible sniper I tried again, made it around to the back of his make-shift broken cargo container and found a HUGE pile of RPG ammo and an RPG. I killed the sniper at point blank range leaving me with 7 health and I was quickly finished off from a strider.
My third try (by this point I'm becoming rather annoyed) I say to hell with the sniper and head for the tunnel. I don't know what you were thinking when you layed this out, but the pacing is practically non-existent, and the small bits that do exist are so illogical I had a hard time believing I hadn't broken something. I then find a conveniently placed hole in the concrete and underneath is sheet metal. SHEET METAL. From here on the level design did a 180 and continued to speed down bullshit blvd. I am now traveling through some giant square rusted metal rooms with a ton of large wooden crates and poison headcrabs stacked on top of each other which looked more funny than atmospheric. After I emerge from these strange square sewer pipes, I find a giant underground reservoir with a chainlink catwalk above my head. The catwalk has no doors on either side, and there are lasers in this canal. LASERS. Dr. Evil might like that, but I did not. Why are there lasers in a sewer? This seemed to me like a poor attempt at reasoning just so you could throw in something that you learned. After several tries of jumping on very conveniently placed pipes (seriously, player clip those next time because the prop collision in the situation you used them in was incredibly annoying) I then dodge two sets of lasers to walk accross another set of pipes with two barnacles above. I dispatch the barnacles and make it to the other side when suddenly I am having my feet eaten by an invisible trio of magic barnacles. I shoot at my feet in a panic and now find myself with 35 hp less than I had before.
I dodge the lasers again (they run the entire width of the canal, why they do is beyond me) and then turn a very un-assuming wheel and the water starts to rise. I can't remember exactly what happens next, but I do remember some more square sewer pipes made of rusty metal and headcrab triplets and one atrocious physics puzzle right after I pick up a randomly placed gravity gun underneath a sheet of plywood. Seriously, never ever EVER make a physics puzzle where you must stack/jump on top of barrels. For that matter, don't use barrels for physics puzzles period. They fall over too easily, and are always more frustrating than using boxes. After being so fed up with my four barrels I just noclipped into the ceiling that I assumed I was to go to and now I am suddenly in a city with giant piles of leaves, broken vehicles, combine soldiers, and more rockets. The music starts to play, and I aid two rebels standing dangerously close to an 8 story ledge dispatch the pile of combine soldiers below. I then fall several feet injuring myself and am then faced with a gunship. I have so many rockets at my disposal I might as well have just found a tent and camped the street for the rest of the week. I don't know if this magical city that sits above square sewer pipes is a factory of RPG's but there were so many just sitting there on the street it was hard not to laugh. I then destroy the gunship and press onward with the music still playing. I come around a corner and see a MOB of Metropolice standing in a huddle that would make most football teams envious. I fire a single rocket into the giant cluster and they all go flying. To make things even more strange another layer of music plays over the one that was playing before. So I am now listening to some terrible remix of Ravenholm Reprise and What kind of Hospital is this. Just to make sure I've blown up enough combine, two or three squads of soldiers rappel from the rooftops and are quickly killed in the same manner as their Metropolice cousins. After the music dies, I am left wondering what I'm supposed to do. I go searching for a door and find one. Behind a destroyed tanker. I open it expecting some apartment fighting, and guess what I find. A brick wall.
I then attempt to escape from my corner while pinned in by a tanker and barely make it out. I then go back to the wall of APCs and find a door floating 4 feet above the street. I open it walk in, see the Gman and the credits roll giving me six hours to live.
From a mapping perspective, visually anyhow, part of the map is decent and the rest is so lazy and sloppy it isn't worth mentioning. The pacing as I said, was chaotic and practically non-existant with no significant hints or suggestions as to where I should be going or even what I'm doing. The puzzles were so random or out of place, or all around annoying that they also need a desperate overhaul. The enemy placement needs to be thought out (clusters of metrocops and invisible floor barnacles come to mind) and more flush with the level. The music should not overlap, and the citizens should be more than cannon fodder or useless advice givers. Don't stuff your map with props in an effort to cover up bad brushwork. If you don't like where the level is going, think it over. Is it fun? Does it make sense while retaining that fun? Will this add something memorable to the map? If yes, keep it and make it smooth and enjoyable. If no, get rid of it and start over or put something else in its place. Don't put your doors above the floor or on a ledge without stairs or a catwalk/raised curb. Don't overlap in consistency with usable and unusable objects. Give the players more direction and backstory, not just '7 hour war, you are at generic lake named after a generic city. GO!' . Also, your next map needs reasoning. No more doors with brick walls or huge piles of RPG rounds.
Anyways, that's my C&C, hopefully I wasn't too rough or impolite.
"Here we go again..."