All in all I liked it. For the most part it looked good, if a little blocky in areas, and the gameplay was solid and used the common Half-Life tropes well - headcrabs in vents, vorts spawning in at the right times, hidden caches, etc. All very nice. The starting area gave me opposing force vibes, which, intentional or not, was a nice nod.
That said, I did find a few issues, most of which were purely visual. I’ll try to keep my report down to ones that haven’t been said already.
To be blunt, this is just terrible. The vent cover in no way shape or form fits the model, and it just ends up looking terribly like something from somebody’s first map. Please fix this.
Bit of a hairline crack here - not sure if it’s due to nodraw or decimal loss. Hopefully the former, as that’s much easier to fix.
I realize this is the back of a vending machine, but from a distance it looks like you just popped a bookshelf in front of a brush textured with toolsblack.
Both of these doors look identical in every way, but only one can actually open, causing confusion. A red light or barricade, etc to indicate the door on the left is always ‘locked’
would be nice.
Bit of a hole visible when this door opens.
The rooftop is a bit undetailed, and the clearly visible displacement edge is just… ew. Maybe some railings and powerboxes would work well up there? In general the skybox is a little empty for my tastes, but if you were going for the place under the ST cliffs, I suppose that’s not something that can be avoided.
I know exactly what’s about to happen, and precisely when it will. Maybe add a delay between the button and the helicopter spawning, or have it fly in from further away so the sound doesn’t immediately start up?
Not only did I think this door was supposed to open/unlock after the button was pressed, but it doesn’t have any collision. Maybe add a room or something in behind it and have some kind of push event coming from it to encourage the player to backtrack after the helicopter crashes? I spent a good 3 minutes wandering around before I realized that a door had fallen back where I came from.
This glass neither breaks not can be shot through, so I ended up wasting a full Mp5 magazine trying to shoot vorts before I realized it wasn’t doing anything. Makes for good cover, but if it’s for that, maybe have it be an information board instead.
Very small displacement seam I noticed after backtracking to the starting area - which is another issue I want to bring up, and one of the only gameplay ones;
Why is it you have to backtrack the entire level, go into a room, press a button, and then backtrack back out? I was thoroughly confused by this, and only figured it out because I realized you wanted me to go somewhere back where I came from from the enemy spawns.
All in all you’ve made a good map, but it needs just a bit more polish before it’s ready for a 5/5 score.