OK, some final food for thought:
Observations [/SIZE](This is just an FYI for you and most of these issues don’t necessarily need to be fixed)
You can actually get achievements while playing Text’s sections (I’m using the unlinked version)! I got one for blowing up a bunch of aliens w/a grenade when they surrounded the LAV.
During the garg chase, the marine to the left of the player always survives the encounter and he actually followed me out of the tunnel and into the courtyard on one of my playthroughs! The garg will do nothing when he shoots at him though. Keep in mind that this only happened once after repeated attempts, so you don’t have to fix it. Plus it’s cool to keep him alive because by having the garg prioritize you over him, it makes it seem like the garg is responding to color or movement.
Outcomes of semi-scripted battles
It’s interesting to note that the battles don’t scale properly w/increasing difficulty, but this is not necessarily a problem. Note that all outcomes were tested w/notarget +/- noclip, godmode. There was zero interference from me as I did not attack or absorb damage from enemy fire. Each fight was tested on all difficulties w/a mimimum of 3 times per difficulty (often much more).
Garage fight
All difficulties: aliens win decisively w/3 remaining on avg, 1 Agrunt always survives
Outside the garage
All difficulties: aliens always win, 1 Agrunt always survives
Easy: number of alien survivors highly variable, ~2-5
Normal/Hard: aliens win decisively w/at least 3 survivors, usually 4
If you choose to balance further, another MP5 marine will soften up the aliens more. A shotgun marine might be too powerful here and tip the balance toward the HECU.
Osprey/LAV
All difficulties: aliens win decisively w/a minimum of 3 Agrunts and ~4 vorts
[COLOR=‘Yellow’]This makes a strong case for using the sentry turret(s) here, as it will target aliens almost all the time, which will help out the HECU.
Tank battle
Easy: aliens win almost every time, usually 2 Agrunts +/- 1 vort
Normal: HECU wins 70% of the time, usually 2 soldiers on the ground, 2 on the rooftops
Hard: HECU almost always win, usually 2-3 soldiers on the ground, 2 on the rooftops
The 3 marines that spawn by the hut are the ones that seem to tip the balance to the HECU’s favor on harder difficulties. It’s good that the HECU win on these difficulties because the rooftop soldiers orient the player on where they need to go next.
Rooftop battle (assuming the 2 rooftop soldiers during the tank battle have already been killed)
All difficulties: 1 Agrunt always survives if the aliens win
Easy: HECU win 70% of the time
Normal/Hard: bit of a mixed bag, aliens win ~60% of the time
The outcome of this battle is dependent on whether the Agrunts melee (decreased chance of alien victory) or use the hornet gun (increased chance of alien victory) as the marines use cover very well here.
Zombie battle
Easy: zombies always win
Normal/Hard: zombies win ~70% of the time, only 1 marine survives in an HECU victory
The outcome on harder difficulties is dependent on whether the marine uses the blue pipe effectively as cover. If he can keep from being surrounded, he will likely win.
New suggested changes[/SIZE]
General
All of the M35s scattered across your map are empty. I suggest you put some green crates or other military gear inside some of them. You don’t have to give the players any ammo/health drops…it just makes things appear more realistic. After all, why would these supply vehicles bring no supplies to an active war zone?
[COLOR=‘Yellow’]The collision models in this game are utter shit and render the crossbow essentially useless (see image). While this is not at all your fault, you should fix this issue in your maps if possible.
C2A5G
TOW courtyard
Aside from my previous suggestions regarding the harrier, the takeoff needs to be delayed further as players may still be preoccupied w/the courtyard battle and miss it completely. Compounding the problem is the extreme accuracy of the marines, which make it impossible to get out of the car shop w/o killing them first. The only way the player can see them is to stand on the car lift but it’s very likely that the player will fall off, either by accident or intentionally because they are taking too much damage (hence missing the takeoff). Ideally, you should trigger the launch 15-20 sec after all of the marines have been killed. If you can’t do this, add another 20 sec to the countdown timer or trigger the launch ~20 sec after the player enters the courtyard.
Osprey/LAV courtyard
[COLOR=‘Yellow’]There needs to be a door near the spawn point of the evacuating marines. Though the player cannot see them the instant they spawn, they can easily trace their movements back to the spawn point if they run into the courtyard. Without the door, the marines look like they appeared out of thin air.
[COLOR=‘yellow’]Agrunts must be able to melee the LAV from ALL ANGLES. Currently they can only attack the SIDES of the LAV so when the grunts get into melee range, most of them will just stand there and look stupid. Keep in mind that once this problem is fixed, the LAV will melt like butter as the Agrunts do tremendous damage w/their melee.
I revoke my comment about the chasing manta being too slow. On repeat viewings, the manta appears to move at about the same speed as the harrier. However, both objects do need to be elevated higher as the manta almost appears to collide w/the far wall/buildings.
C2A5H
Opening sequence
[COLOR=‘Lime’]If you scrap the vort health charger sequence, you can make the security zombie room accessible and place the charger there. It can then dispense 75 health as usual.
The inaccessible room w/the dead Barney is too new/clean for this building. It should look more like the room containing the marine-throwing Agrunt.
Tank battle
[COLOR=‘Red’]This is the only area that consistently crashes for me after several reloads. The error message reads “Can’t load lump 53, allocation of 7562745 bytes failed!!!”
[COLOR=‘Yellow’]The 3 marines that spawn by the blue hut CANNOT insta-spawn like they do now. The player can make it to this area w/o cheats and see them appear out of thin air. Perhaps you could have the marines come out the door nearest the jump pad in a scripted sequence or trigger an explosion in one of the buildings and have the marines come of the hole. Note that you CANNOT have the marines come out of the blue hut as it’s locked.
Bathroom and rooftop
I found the ladder that I wanted you to use for the maintenance access…it’s the same one that you used in the vents that connect to the car shop. You can place this new ladder in the maintenance access and delete a few of the handles to create the impression of a broken ladder. These missing pieces can then be placed in the water so the player doesn’t have to be buried by them. Make sure the color of the handles matches the pipe though.
Satpipe and furnace
For the furnace puzzle, the valve connecting to the blue pipe does seem to jam if you use it from certain angles.
Gasworks
When you modify the Barney’s animation, get him to push the big red button on the security access panel…that’s obviously the correct button to unlock the doors.
C2A5I
Garg chase
I revoke my comment regarding the metal doors that need to connect the pool area and reservoir. I didn’t realize that the player could swim through all of them. In this instance, gameplay trumps realism.