>>3176494
Much appreciated for taking the effort of making a demo, very useful to see things through the eyes of a player who hasn't made the map and thus has no prior knowledge. I've made about a dozen notes just from watching that. As for your points
-The lack of cohesion is true. I was trying to go for a bit of techbase in hell, but failed
-Resources. Point taken and seen. I'll spread more things around.
-Secrets poorly implemented. I'll make them more obvious (misalligned textures, texture different etc).
-The 1. Yes. That is a leftover from script in debugging. It's a variable for some control, but the player has no need to see it. Code responsible removed.
-Fireblu floor, thanks. I liked the effect a lot too. As for the 64 unit mazes. I get the point yeah. Especially with the "double grating" making it quite hard to see indeed. As a result I'll probably take a heavy redesign of the "red key area" and the general "interconnecting long meandering corridor"
My favourite part of the demo was where you shot a revenant with SSG, then again from long range. Swapped out to Chaingun with 1 bullet and killed the revenant with that
The notes I made whilst watching you play:
>Move yellow key off TP pad
You somehow didn't get it, which never happened to me before. As a result, I'll just dump it into middle of room. Also made the yellow-key Teleporters two-way proper because there's just no reason for them not to be
>Spacier TP rooms
In the first TP, you ended up having to go back and forth several times just to get all items around it. Making it bigger will let you walk around properly
>Library lightswitch
Add more functionality than just lighting
>Make something happen when you shoot/use cacoball spewing wall
>Colorcode areas a bit more/general help with finding path
EG a red arrow on the floor pointing to the area that has the red key
My other points have to do with some textures and lighting that looked off to me.