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I think the map was a little short on good ending. It world have been a better end when the train fully hanging on the rails got activated by pushing the button in the security room.
So hop through the Window, do with those zombies what you like, Escape with the left over train and see BlackMesa seeled for good behind you :)
The big running creature was frustrating at first uintil i found out the secure access door could be opened and you can escape into the vent.
In addition, I believe your floor textures need to be correctly aligned, as they are visually glitchy https://postimg.cc/r0MzNS2T
mr friendly is in this lol
I also really liked the ambience that changes dramatically after pressing the button upstairs. The alarm sound was great - it give a eerie feel and I liked it.
I also liked that the tram at the end was moving very slowly - as you expect something to happen before the tram reach the big door. I was really waiting to see that "creature" one last time, to have a fight or for it to chase the tram, and was a bit disappointed when it just ended without a punch. Overall great map
Towards the middle/end of the map the corridors got really square and barren and stopped making any sense. I think you could've condensed these sections and the map would have been better off for it.
Overall, I think it was a good effort, but needed some focus, both in terms of art and design. Hope this feedback is helpful to you!
I had mixed feelings about this entry! I think it had good ideas and ambition, but it felt pretty clear for me that you bit off significantly more than you could chew with the size and scope of this map. I think the map would've benefitted from doing half as much, but twice as well.
I loved the attempted grand scope with the main station area, and the way we loop back around to it, and leave via the train eventually. However, about 3/4 of that entire section were kind of pointless, with nothing to find or do, or any secrets to hold. I also got extremely stuck on breaking that vent, and ended up only doing it by accident on about my 7th attempt, about 15 minutes in. Why not just give the player a Crowbar prior to that?
JUDGE'S NOTES: This map's initial section - breaking through the vent, which I could not do and thus had to noclip through - brings down the entire map really, because the visuals of the initial area are striking (though other areas, particularly the outside vista, needed more polish), and the segment when you-know-what chases you was brilliant - the second entry to make me actually scared for a brief window. The ending fleeing sequence feels a bit rushed, in addition to the ending "cinematic" being unclear (I assume we got nuked). This entry needed considerably more polish, but what works, works well. For future entries, just try to get the polish up - use playtesters and the like to find your problems before they turn up.