Thanks for the feedback guys.
TerminusEst13 wrote:List
1. No idea.
2. I wasn't really going for massive amounts of detail. I was hoping to have a medium amount of detail without there being too much of it.
4. I'll see what I can do about this. I might darken the outdoor areas while adding a few more light sources. While I'm at it, I'll also add some other light sources in the base.
6. Fair point. I think I know where I can place some armor.
8. I can see what you're saying here. I'm going to think of a better way of letting the player know where they should go.
10. I was able to make it through okay, but I did create it.

I'm trying to get a good balance here, but if running out of ammo is an issue, it can be addressed.
TerminusEst13 wrote:For one, Kaelin has no presence at all--I think even just putting in a couple short soundclips of a woman's scream would really help. As it is, it just feels like another techbase roam.
I'm actually working a another version of the map to address this. Plus, it will most likely be a series, so the story will play out over all the maps. The version that's up now was to basically see how the map itself would fair. I was also working on some dialogue boxes, but it wasn't turning out the way I wanted. I may need some help with them.
TerminusEst13 wrote:Two, the custom items. I'm cool with unique items that do different things, but these "small ammo boxes" can be really replaced with just a couple piles of small ammo. They don't really add anything unique or nifty, they just basically replicate what can be done by having a small cluster of shotgun shells o medkits.
I can understand what your saying here, but they are only ammo (and health) pickups. I created the new items so modders wouldn't necessarily have to worry about small piles of ammo. Instead they could have one medium pickup.
Conmon wrote:Some spooky sounds you can use are the DSFREAK## in Zen Dynamics.
Adding some ambient sounds would be a good idea.
Thanks again for the feedback, it's appreciated.