Never Forgotten, on 01 August 2017 - 01:59 PM, said:
Level design
Detail
Enemy placement
I'm actually kinda curious about the time frames the two maps were made in because the design and detail really run the gamut from fairly decent to pretty messy with a lot of distinct beginner's mistakes at seemingly random stages of progression. Like, the first map starts relatively strong but slinks considerably once you're towards the end of the strip club (under-detailed, overstretched and misaligned textures, etc) only to pick back up in the secret base, then start dropping again once you're in that bank area that constitutes the end of the map with the same problems as before. There's also a few areas that I'm pretty sure were supposed to be blocked off but weren't (the office area with the dead chick in the first map can be accessed but there's nothing there and once you're in you can't get out, also a window in the second map towards the end). The flow works for the most part but in the first level a vent shaft takes you to what i can only assume was intended as a secret area but wasn't actually completed because there's a weird choice of floor texture and once you're down there you can't get back out. What was the deal with that?
The enemy placement and overall balancing was okay, not what i'd call exceptional but certainly not bad either. Ammo was a bit stingy in the beginning of the first level (played on CGS) and i had to kick my way through a lot of troopers, but that doesn't really bother me. It gave it some tensity where there otherwise might not have been any and for the most part the firefights were what made this actually enjoyable, so good job with that.
Never Forgotten, on 01 August 2017 - 01:59 PM, said:
eh, suffice it to say, i can tell what tiles you took time to personally edit/adjust and what tiles got put into the art files as-is. Feelings are a bit mixed about it because some of it is pretty good but the bad definitely outweighs it. Fullbrights and otherwise improperly used colors really kill the ability to enjoy the new stuff for me. You mentioned using EDITART and I can tell there's some stuff you or someone else specifically did for tiles in that program, but there are a lot of other tiles that didn't get that same treatment that needed it the most. The pistol, for example. I get that you'd want to preserve the whole golden eagle thing, but DN3D's palette really isn't suitable for the colors needed. There's a lot of yellows and bright oranges on the tile but they don't have much of a shade table so when you're
in a regularly lit room, the tile looks fine
but as soon as you step into a darker sector this happens
Maybe i'm being nitpicky but stuff like that is a bit of an eyesore and there's
a lot of it to go around in this mod. There's not too much work to fixing it though, believe it or not. I went ahead and did a black and white adjustment on the pistol tile, pasted it back in and then jumped on editart. After darkening it a few shades and doing some cut and pasting, i came out with this
which imo looks a lot nicer but more importantly has a enough colors to handle the different shade values without the overall scheme getting borked.
Still though, credit where it's due, there are a lot of tiles and textures that are pretty well done. I love the edits that were done to some of the babes and hooker sprites, it's just that the other tiles need that same tlc.
All in all i'd say this is a decent effort largely for the fact this that's clearly what was put into it; effort. I feel like the problems i've pointed out were more oversights than deliberate corner cutting. IDK what your vetting process was or where you plan to go from here, but my suggestion is to hit up somebody for some sorta closed beta testing before releasing it. You've got the bedrock of something good, just not the polish.