joe_rogers_11155 wrote:Pink Panther wrote:His review of "1187: Episode 1"
THIS
And to this, I'd like to add the following:
-A >1gig installer is quite a demand to put on people, and raised expectations beyond what this mod could support.
-All mod releases more than a couple hundred mb should have a torrent option.
Gameupdates provide a great service for this.
-Use the lzma solid switch in NSIS to substantially reduce the file size of the installer.
-It is trivial to set up NSIS so that it finds the SourceMods folder automatically, there is no excuse for not doing this.
-Basing your mod on the 420 appid guarantees problems in the future. The events of the past summer showed clearly that 215 and 218 (the Source SDK bases) are the only safe option - especially with custom libraries. When Valve move Episode 2 to the Episode 3 engine your mod will likely break.
-You'll get a pass for using one or two props or textures from Lost Coast or CS:S, but not whole folders.
-Starting a map in a boy's bedroom apartment is a sure sign of amateurism.
-When the decision was made to re-record the combine dialogue, why did you not change it? Everyone knows the lines by heart from years of fighting combine soldiers, but hearing them spoken in a bland flat voice was ridiculous. It would have been far more effective to have simply removed it.
-The weapons inventory system was terrible - especially when combined with having to heal John all the time, as this meant having to stop fighting, scroll through the weapon bank to find the medkit, give him the medkit, then scroll to something useful. Like a lot of people, I rely on number keys to go straight to weapons - this was a needless hassle.
-The weapons system would have been less bad if you'd limited to player inventory to a few weapons, say 3 or 4, but this would have meant you would have had to be much more careful about ammo placement. It's strange you would insist on so many "realistic" touches but then still give the player a backpack full of guns.
-John would have been less annoying if he could have done something useful for the player, like give medkits or ammo.
-"Personal spayce"

There was no need for this.
-In several places you can transition between levels and leave John behind. In the railway tunnel map I made it to the computer without John and then was stuck because he was still standing around in the previous map.
-Placement of clip brushes around the house where the player meets the sergeant was very poor. Clip brushes are an emergency backup device, not a primary means for guiding the player.
-The helicopters would often not attack and simply hang in the air. This is due to poor use of entities to control them (they need a lot of help to look natural).
-The music levels in places was very loud and annoying. There was no need for this.
All of this could have been forgiven if the mapping had been good and the gameplay enjoyable, but it simply wasn't. In a game, you have to use the game to tell the player what to do next. This means constructing levels in such a way that there is a flow that the player can follow. It requires differentiation and detail, which the maps in this mod simply didn't have. Games are not radio plays - you can't put directions in long chunks of NPC dialogue and leave it at that. Games are an immersive medium by nature - show me, don't tell me. Maps come first - before dialogue, weapon models and animation, and custom code.
I hope you, the 1187 team, can learn from what's been said in this thread by others - listen to them, they know what they are talking about. The team should be pleased to have gotten something to release, and now go on to better things.