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good atmosphere, good background music, good gameplay
?
Besides this it was a neat map. I enjoyed the combat very much.
I only got the full speed on making it on the last week of the contest, when the deadline was approaching my map was taking 8 minutes to complete, so I decided to slow down the player with enemies, I wish I explored other alternatives to add to play time, but the deadline got in the way.
Also I was going to use houndeye instead of bullsquid, but for whatever reason houndeyes were causing the map to not compile, I looked the error up and it was about an entity name being too long, whoever the houndeye name wasn't big, instead of trying to fix it I just changed to bullsquids lol.
I would try and think a bit more about your gameplay structure and environmental design. A lot of the rooms were just empty blank spaces that served no purpose and didn't connect together very well. This would've worked a lot better if you'd been able to fill the spaces more and make it feel a bit more cohesive and like a real place, because I think the overall idea of the map was good enough.
Had mixed feelings about this one. I liked some of what you did, didn't like some other aspects. I thought the outdoor spaces were nice and it was good to see some variety. I liked picking up keycards from dead guards and backtracking to open doors with them, that also worked alright, though it wasn't signposted as well as I would've liked. In particular with the last one by the warehouse outdoor area, I didn't really know what I had to do with that one, and I only backtracked because it was the only available option to me.
JUDGE'S NOTES: This map had ups and downs but didn't bring a lot I felt was particularly unique to the table besides the keycards, which were fine, but difficult to pick up on. In regards to visuals, most interiors were average, though your exterior art design was quite nice and I think gave the map a better overlook that it would've done going by the interiors alone. Combat balancing was pretty whack, though - way too many burrowed headcrabs (just annoying) and far too many bullsquids to fight with just a pistol. The overuse of grunts and vorts on the way back didn't help. A fine entry all in all, but getting someone else in to test and give a bit of feedback on the balancing may've been worthwhile. Not loading via the workshop tab was also a nuisance, but acceptable.