Thanks for the video Thunderdash. Now I know what the current iteration looks like.
Now, onto feedback.
My biggest gripe with the B2 map was how you were greeted the moment you saw the outdoors. I think you threw them into the action waaaay too quickly. This is a “wow” moment for everyone, but it was so hectic due to the HECU throwing everything they’ve got. Also, the music doesn’t match up with the now action packed beginning. I strongly suggest switching it up a bit, perhaps moving the bit with the tram to only if you go on a loop.
Another gripe of mine is how the bullsquid is in that container, yet there is zero incentive to ever face him. At lease stash some hidden goodies in there.
The sniper bit was really cool. But, i feel that you didn’t put enough cover between you and the sniper. Instead of making this a “run for the bottom of the bunker before I get shot up” challenge, you could make it a “cover to cover” type challenge, which could allow players to play smarter. And when I watched thunderdash’s video, it seems as if the back door in that little hut wouldn’t open. I find this to be a missed opportunity, as you could use this to flank the enemy if you wished.
Also, I was thinking… I know it is a bit late for new ideas. But you said that flares wouldn’t cut it because it wouldn’t look good… Well, how about missiles? A white glow of missiles/ mortars in the night sky could look quite nice, although I do not know how feasible that could be if the flare could not be done. Well, please tell me how you feel about this idea.
Also, I was thinking about that last bit before B2 ends. You know how you see that control room? Well, instead of making this a game of sniping the guys off the turrets, who will never even fire at you, why not make it so you could flank them? I know that on map B, there was a similar sniping thing, but I was hoping that maybe you could but a little corridor that goes around the tripmine trap and sentry turret trap and goes to the point just next to the actual encampment. That way, it’s in throwing range of a grenade, and could actually rely on a good sense of tactics to take out the encampment instead of taking advantage of the AI not recognizing your presence you snipe them. I personally would find that spicing up the combat quite a bit more. Of course, you would fight aliens or something in order to go through the corridor, that way making you work for that flank advantage. Tell me what you think with this idea as well.
One last very minor gripe: For some reason, there is no blood next to the bodies of the construction workers. Also, it would be better to place them in a more “dead” position, perhaps making it seems like he was shot directly off a forklift, or shot dead face down, or something of the like. Their current positions seem a bit… off.
Anyways, fantastic work as always. Loving your ever surprising map work… I am looking forward to your reply, and eventually your beta and final release.