Nice textures. Must be a lot of fun to map :)
I really enjoyed this. The level has a really great sense of place. Reminiscent of BioShock or System Shock 2 in this regard (Fort Frolic, RecDeck). Very interesting and engaging layout that wasn't confusing in the slightest. Aesthetically, the map is impeccable.
I do have a few criticism (might be spoilers):
Ammo/health/weapons were slightly too tight for the way I enjoy to play, that is, like a reckless badass. The focus on tactical enemy encounters has a one major drawback to me: no wanton destruction! All I wanted to do was blow up all the destructibles, especially in the main bar, but the emphasis on ammo conservation kept me from doing that. Also, enemy placement was not such that nearby environmental stuff would be destroyed. For example, when first entering the cellar, would nice to have to throw a pipebomb, epic destruction! I felt like there could have been nearly twice as many enemies, at least more fodder. At the end, I went back and used what ammo I had destroying things for shiggles.
I had a few wtf moments that ended up being very fun, particularity the managers office and the battle behind the Green Rose.
In summary: A gorgeous map with a very fun and interesting layout, but the lack of total carnage left me with blue balls.
As for the tight supplies early on, it was an experimental approach to create a tougher start than usual, however general feedback suggests I was perhaps too stingy in the long run. Players seemed to enjoy things more so once that beginning hurdle was tackled.
Gameplay was always something I felt terrible at in the past, so it was an aspect I focused on improving for this map in particular.
When playing your own map several dozen times, it becomes difficult to entirely notice that even though both my testers mentioned it. But I honestly didn't expect players to have that much trouble even after throwing a few extra pistol clips and health around.
It's useful feedback though, an area I'll have to keep in mind for future projects, especially when designing similar such encounters. Increased fodder might actually help in certain situations.
Players seemed to enjoy things more so once that beginning hurdle was tackled.
Yeah, that was my experience.
When playing your own map several dozen times, it becomes difficult to entirely notice...
It's useful feedback though, an area I'll have to keep in mind for future projects, especially when designing similar such encounters.
Glad it was of some use to you, looking forward to playing your next project!
Played on Let's Rock. Great map. Took me 15:13, 80/84 kills, 1/4 secrets.
Ammo always felt tight, but always had just enough to get through. Wasn't always sure where to go - restaurant area in particular was a bit mazey but I was never lost for more than a minute. Had to be super cautious around corners. Great attention to detail.
Super enjoyable, Assault Commanders are really obnoxious though, especially if you miss with the shrink ray. 5/5