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I like the idea of this map. It has good potential.
It needs more testing and balancing. Reduce the amount of enemies.
remove all ranged enemies, players dont have any way to fight them.
remove the teleporter. Combined areas, so it flows better and you dont get tele frag killed by 8 monsters waiting.
Make the flashlight permanent and remove the blue cemlight.
Since you said you're struggling with clip nodes ( engine limits ) try optimising the map.
put a brush around complicated brushwork and give it clip texture.
if you know a big monster (hull2) cant be in a certain area. put a MASSIVE brush around areas it cant be with cliphull2 texture.
this map can be optimised alot more giving you more clip nodes to work with.
Keep working on it and I think this could be a cool map with alot of replay value
THE MAP IS SO FUN!!!!!!!!!
Why they rate this map so low?
I think this map is enjoyable as well.
I don't know the exact reason of low rates, but it was probably because the first version had some stuff that made the gameplay less fun, like early ranged enemy spawn, as well as multiple boss enemies appearing in the Grand Hall.
As of version 3.1.0, part of the issues this map has have been "fixed", at least that's what I think.
It used to be very difficult from the get go, but now it's somewhat manageable.
Too annoying to play in its current state. As others have stated, there's a lot of enemies and essentially no weapons. I made it through quite a bit of the map and found no way to defend myself. Also, no game ever was made better by flashlights that run out of batteries. It's one of those things I'd be fine never seeing in a game again. My flashlight died and all I had left was the glow stick and I could barely see with that, so I just quit. I need to be able to see to play video games. I'll check back once some changes are made. Looks like it could be a cool map if it was less annoying.
I'm probably wrong, but Route 1 seems to be missing the pistol in the Registration Room. I'm not sure if it happened when the map got updated from v1 to v2, or v2 to v3.
I searched almost the entire map, including most dormitories and every study room, but still couldn't find it.
Got excited to see another escape themed map that uses the inventory system.
It's intended to be played with multiple players, but solo runs are also possible.
The map might seem big and daunting, but it's actually pretty linear. A couple of runs and you will remember the location of each area.
Version 3.1.0 is a lot better compared to previous ones. I personally think it's a somewhat decent map, and enjoyable as well, but it still has some issues that I find they ruin part of the flow of the gameplay. However, I wanted to point out some of the aspects I personally think are good.
The looting and crafting system adds progression, while the weight system forces decisions on what to carry.
The darkness mechanic creates tension by making players choose between visibility and attack, though not being able to see can get unfair at times, especially since enemies CAN see you.
The vest and helmet allow for a trade-off between speed and defense, offering a more tactical approach.
Different item "routes" add some replay value. The notes that point out their location also change depending on the route.
While the game attempts to fit into Half-Life lore, it feels more like its own thing, though the included notes add some lore about the prisoner.
Now the next stuff is mostly issues I had with the map.
1.- Would most likely take a lot of time, but I think merging the areas into one big map could be an improvement. Teleporting between areas kind of stops the flow a bit, since enemies that previously saw you will wait by the door until you come back, there being a small chance of telefragging the enemy, and a more likely chance of getting slapped by them.
Also, telefragging the Gonome won't help since it just respawns.
2.- The Gonome. Most of the time completely negates one area, especially early in a round.
Having a telegraph helps, but not enough. There were so many times where I couldn't hear the teleport sound (if there's any) and turned around a corner only to get obliterated by it.
I get that without the Gonome the map would be a lot easier, but it would be better to nerf it a little bit. I can't tell you how many times I was a few items away from beating the map, only to get denied by it because it just happened to spawn on my way back to the Grand Hall.
Could reduce its speed a little, or make it killable so it respawns in another area, or make it so it doesn't kill you in one hit (maybe 70 hp per slap).
3.- Despite me liking how the BTS flashlight and BTS glowstick works, I know that it can be a pain for other players. I don't think making the BTS flashlight permanent is good since that's part of the map, but I do agree it gets tedious at times not being able to see.
So maybe turn the default flashlight into the Glowstick, so you can turn it on with the F key. That way players can attack while being able to see in a small radius in front of them.
Regarding the BTS Flashlight, maybe add a way to craft batteries with a new material or something.
4.- Damage Scaling. This doesn't really affect me that much (since I play alone), but I don't think having more players should reduce the damage you deal. I get that it's for balancing, but having 12 players shouldn't turn your shotgun into a peashooter. You are already super fragile, most enemies being able to reduce you to low hp in just a few hits.
An Alien Slave should not be able to survive a sniper rifle headshot. Also, more players mean they will separate to cover more ground, making every enemy encounter deadly since they are technically fighting a regular enemy with boss hp. And that's just the zombies and other melee based mobs. Alien and Human military become so hard to kill, you just end up wasting all of your resources on one encounter. I think it would be better to greatly reduce the damage reduction and add more enemy quantity depending on number of players, but not that much.
5.- One of the sentries is so horribly misplaced, and I'm talking about the one in the Grand Hall. It covers a massive area on its current location. It can snipe you from afar and will shred you if you try to get to the dormitories, canteen or upstairs. It's guaranteed HP loss if you don't have a Painkiller with you.
6.- I'm kind of on the fence about this one. The grenades (or dynamite) blast radius is very large and doesn't seem to have damage fall off. It caught me by surprise when I thought I was at a safe distance, only to instantly die by it. On one hand, you can kill a lot of enemies with just 1 grenade, on the other you can accidentally kill yourself if you aren't careful.
7.- The (Secret) Combine Robogrunt explosion goes through walls and it's stupidly massive. I don't know if it's intended but it made me jump since it exploded near the Dormitories entrance and I was in front of the Classroom Area door, but still died.
I still think it's a decent map to play with friends and if you like to gather items to escape. Definitely not for everyone, especially because it's dark, and it's also very challenging.