I thought I'd pitch in at this point,
Firstly the beauty of these maps, as I recently discovered...
The geometry design speaks for itself, so onto the other stuff.
when I first played with DaMaN, W0rf0x and Neico. I played through the maps one way and then when I played a second and third time, I have to say It played a totally different way. For instance the first time round on the second map I followed the road round without even setting foot on the beach, so it was only on the third time I decided to take a wonder down and to my delight I got slaughtered by a load of antlions I din't even know was in the map.
Or the first time I saw how DaMaN completed the electricity puzzle on the first map I didn't quite see everything he did to complete the puzzle, so the second time round I had to stack boxes to get up to the first floor in the warehouse to access the roof, but I knew the suspended floor somehow dropped, It was only on the third time round I got the damn thing to drop. Even getting out of the electricity area I've seen most people climb out and jump fence, congrats to the ones who used the switch twice and walked out using the door
And thanks to TheMoon and his exploring exploits I was shown a whole secret area of a map I din't even know about, you've got to do a bit of rock climbing to get there but we were rewarded with the one round of secondary smg ammo, And a nice little bay all of our own to run around in check thing's out.
I'd like to talk about AI in general, and the difference between HL1 and HL2, years ago developers ways of making AI more difficult was to have the enemies aiming capabilities along the lines of 'godlike' as the game got harder. That changed with HL2, killing enimies in HL2 is alot easier than what it was back in HL1.
Also there are so many flaws still in HL2 for instance, take a combine soldier, give him a smg and he sprays and prays, and really you can run circles round them, give them a shotgun and you'll find their accuracy is better, normally If I have to take out a group of combine in a gun fight I take the ones with a shotty down first, cause I know they will be the first to take me down, especially if they are close and catch you on a reload. Even Valve are constatnly trying to improve their npc's (the difference in the strider from hl2 to ep1 to even well ep2) but where Valve lack the npc's they get away with it in variation of npc's over the length of the whole game and yes agreed the situations they create, in which you meet the npc in the map can make things more challenging. But In my opinion, as with all AI it has to be easy enough that you can kill it, wih the weapons you have avalible. They simply didn't allow for co-op in their games. And agreed whooping up the health isn't much fun as it kinda renders the weapons useless, RPG FTW!
Adding tons of npc's isn't that much fun either, and then your playing with the balance of action over visuals with an engine that simply wasn't designed for co-op. Left4dead is probably their first real attempt at having a multiplayer game that has good looks, and AI running about in it at the same time (4 player co-op I might add).
What I'm trying to say is it isn't easy finding that balance...
I think both DaMaN and W0rf0x have shown me that you don't need to have a ton of npc's or weapons to pull off a good map.
Ok I'm losing myself a bit here so back to DaMaN's maps.
As the man said these are only the first 3 maps, so consider how he must use the limited resources avalible over 6-9 maps, You dont wanna see the same npc's in each map? Valve don't let you to the good npc's until the game get's going. And I think the same should apply here. but I do agree that maybe there is room for either:
A) making more of whats already in, i.e more headcrabs, bullsquids, and others that are currently in, general increase the numbers for most encounters. I think the map is playable fps enough to do this, I think there is room even for a third gonarch in the final encounter.
B)Risky but maybe increasing their health a
little bit more.
C)And it all depends on what is planned for other maps (I sort of know whats in two of them) but adding new npc's like what others have suggested. But the only npc's I can think of that would suit the first three maps are maybe and I stress maybe the presence of Zombies, Fast Zombies, Poison Zombies (with a compliment of headcrabs), Poison Headcrabs, Boss Antguards (maybe), Snarks in a couple of confined areas, stuff like that.
D)Because the map has this exploring element I think finding medkits is cool although it does slow down the pace of co-op play (can be a good thing) , so I think removing the oc medkit (carried medkit) for the first two, even maybe the third map would be good, and have the oc medkit introduced later when your going to really need it more. Or reduce some of the medkits lying about, or find a balance between the two...
I won't mention the forklift It's fine as it is, but I'll take my hat off to a mapper who gives you a couple of forklifts where you gotta move some boxes from a to b, as a little side objective, maybe two can drive while others stack the pallets, but to even get the forklift drivable is one thing to make it lift stuff another and the pallets would need re-modelling altogether,.... In other words forget it!
The boat, It should stay, oh yes boat, boat, boat!
I'd prefer to have it than not, even if this means adding pods for the passengers to strap them selves in aswell, I know it's not totally realistic, but its the fun factor that wins in this situation.
Having played two of the other maps (only in beta so they may have changed since I last played) You really need to look at all the maps as part of a series, and I know thing's spice up as you go along, and I know that things become a lot more challenging and fun combat wise. You really have more to look forward to in terms of diverse gameplay, aswell as the high standard of geometry!
The main heart ache with this series is that for now you have to make do with the story line in text and not using faceposer and lipsync'ing like he originally planned, I pray that both DaMaN and Hickadam get there wishes and Valve or whoever fixes this.
DaMaN btw if you want I'll let you know all the places I've managed to sneak into the sky box through climbing and serious off route exploring, Although none of them affect gameplay or are obvious, but if you wanted to crack down on allowing people to wonder. I'll let you know where some clipping is needed. And a couple of gfx glitches I spotted although barely noticeable...
Having roughly seen 5 of the maps (which are all still to be tweaked to perfection) I can say that this series (as Fire_cube says) is...
Truly Epic!
[fug steps down from soap box and filters quietly back in to the crowd]
EDIT: can't help myself just wanted to say, I also loved the skill puzzles (jumps etc) and I loved the looping areas of the maps, I think there is just the right amount of both in, Back to AI maybe some npcs like the houndeyes would benefit from having a couple of bullsquids present in the encounter.
and finally if you do get face poser working, If your after a voice actor for charles,.... can I apply? I have my middle name as charles? although I'm english not sure if my english voice is what your after , but who knows
