Okay, here’s my in-depth feedback on just about every aspect of what was seen in the video:
Perhaps one of the first things I’ve noticed was that the lighting in your map is slightly brighter at the beginning. Compare these two shots (the old map, and the start of your map), it’s subtle and I didn’t catch it at first, but I did notice something was off, and that’s what it is. I know you’ve already noted lighting concerns in the office, but I wanted to make sure you were aware of this one as well.
Next up you have the Marine on the boards. I think he should have a Rocket Launcher, but miss his shot, either to the side or to the top. He should also react more, give him a “Fire in the hole!” (HG_THROW00) when he shoots, and a “SHIT!” (HG_MEDIC00) when he misses / before he’s hit. If the tram is going too slow, he should try to run off the boards before it gets close, but if the tram is going full speed, or hits full speed, he won’t have time to. Perhaps there can be a distracting noise (headcrab teleporting in, electrical burst, explosion, etc) near him the instant before he fires, so it’s like he was startled.
Now we have the crane room. My biggest problem with that is the magnet. The magnet looks very out of place due to how friggin big it is, it’s larger than most of the boxes it moves, plus several of the boxes here aren’t even metal. This magnet was modeled to by the kind that picks up and moves shipping containers, it does not fit in such a small loading dock. You should forgo the magnet and replace it with a small hook attached to a very large crate, just like the ones suspended in Unforeseen Consequences. Second, if possible, make the crane an overhead crane (whether or not it’d be fully functional is up to you). Lastly, it’s unlikely that forklift would be able to climb that slope after the red door. There should be a small elevator like the one present under the turret in Office Complex.
The next room doesn’t feel entirely right to me, but I’m not 100% sure why, I think it might be clutter. Maybe extend the rail to the back of the room and remove the computers. Imbed the rail in the ground some as well, they seem to stick out a bit too much. The rail after this, the cross looks strange, maybe you could replace it with a non-interactable turntable? In the next level there’s another crossing, maybe another turnrable location? Just a suggestion. I’ve also noticed there’s a fairly large gap in the rails there too. I do have a suggestion on what to do with the soldiers to make them seem more busy, but I’ll save it for later.
As for the toll gates, I think you could replace them both with a security door to prevent people from going ahead on foot, requiring the player to open a security door at a security station also makes more sense than gates. And rather than allowing both sides of the tracks to be used, you could have a 4-5 car long tram train parked on the unused rail. As for the ‘year of death’ battle, it feels like the Aliens have too much of an upper-hand in the fight, seeing how you are swarmed with Houndeyes and Vortigaunts at the end of it. I agree with the man who said the BSOD computer should be the only light source in that room, it’d look nice that way. The bullsquid in the back should either be removed or eating something, it seems too inconvenient that he just sits there until you come by. The first bathroom strikes me as odd, why are the doors in the floor exactly?
The zombie room is nice, but as said before the corpse should be near the middle of the room, preferably in one piece yet, with zombies picking at it. I also mentioned before that it’d be really cool to have the soldiers fighting zombies as sort of a clean up operation, part of the office could be dedicated to this I think, and hopefully it’s not too late in development to suggest that*
At the Security Office, I noticed the second wave attacks you as soon as you hit the button. It’s a bit cliche I think, and shouldn’t happen. Instead they should spawn somewhat far away, move toward you, and get intercepted by Xenians and end up in another battle. I think that would help show off how screwed things are looking for them, and (most importantly) make it seem like they have more problems than just you.
The cafeteria is nice, keep it there. But dirty it up some, spread the tables out a bit, they seem a bit cramped and there’s quite a bit more than there needs to be. Remove some of the lights up there as well, it’s too bright.
The grates that run under ground are at a bad place, at least it seems that way from the video. They seem to be there for the sake of being there. I think they should be removed from this map, and added to another, as part of the path you need to take. I feel like their current placement doesn’t just do it justice. Lastly, as said before, remove the barnacles above the electricity.
*Perhaps the first wave of Soldiers could be fighting through the Zombies, and the second wave (arriving when you enter the security station) fights Vortigaunts that teleport in? It’s a huge change and I don’t expect you to do it especially considering how well things are working as-is, but I guess it’s still worth mentioning.[/SIZE]
Whew, that was more than I thought it would be, hopefully it wasn’t too much, and I hope it helps some.