Shambler not being able to handle Bobs is the most retarded thing. What a spaz! Moreover, this pack is really good! Some creative ideas in here. Though I found the colored lighting in the some of the maps to look odd.
Quite nice for your first map. Shame it's boxed! The map is way too dark for me. The problem here is that you used colored lights as primary light sources which isn't such a good idea. They are almost always darker than their regular counterparts, and especially in the case of darker colors like the blue here. In consequence, I often couldn't see a lot which is too bad, since the control room seem to look nice; it also made combat harder.
The silver key supply cabinets are a nice touch. I found a bunch of secrets, but they weren't counted as such - I assumed due to improper placement of the triggers.
The glass trick in front of the monitors didn't work as water was opaque for me, so they ended up as flat grey. Nice idea in principle, but doesn't seem worth it.
Combat seems just a bit too much teleport/repopulating ambushy, but not so much that it got too annoying.
Keep it up!
Nice gimmicks. The item dispensers are an interesting idea possibly worth expanding on. Adds an additional value to the already scarce supplies - trading in stuff. Can be exploited, though (especially with nails).
Good-looking tech corridors. Unfortunately, not much else - the map is basically 90% corridors. Generally too dark, though. Would have liked stronger contrast. The darkness/flashlight secret is a nice touch. Unvised, wtf?!
Again, some creative use of Quoth mechanics. The waterfall climbinb and how you acquire the ability, coupled with the exploration are very cool. Navigation is somewhat frustrating in parts, when dismounting properly or jumping off the ladders and trying to land on the ledges fails. Thanks for the safety net...
Or does it? I like the sculpture/vista, very unique and interesting thing to see in an otherwise familiar style/environment. Reminded me a little bit of a certain map by Orl. Small and sweet, although it feels like a missed opportunity not to use the space better. Low monster count is fine, but instead of allowing the player to just run through, there could have been some puzzles or button hunting.
Take it, use it - the super nailgun falls out!!!
Kind of brush porn at its best. Looks very cool and it's a pleasure to just examine the details, despite the fact that it's pretty much a single room, wpoly as expected. As with 10's map, it feels like it's over so quickly with little to do. Not sure how it could have been spiced up more... maybe, again, some more button hunting to activate auxiliary machinery, and a mid-level vermis fight?
Anyway, gg guys.
Finally, some demos