- The layout at the beginning is boring
I totally agree. I mapped the whole thing in order, which means that I got better as I went on. I need to go back to the beginning and redesign lots of it. I should be able to add an alternate path while I'm at it. - The whole "Find weapons and regroup" thing doesn't work
There are certainly many more problems than I anticipated with this beginning. I'm starting to think the zombies are a bad idea as well. If the devs fix some stuff, I'd give it a 70% chance of being fun. In the meantime, I'll have to find something else so do here. - Snipers are OP
I only managed to actually get the snipers working just before I submitted the map, so I was used to them being underpowered. I wish I could just lower their damage... They would be easier to beat if the shield would actually block bullets while moving forward. There will be more cover once I get the alternate paths working. It's quite easy to dodge their bullets if you pay attention. - Pistol ammo is scarce and shotgun ammo crates don't work
I assume that fixing the shotgun crates would be a one-line coding fix and will be happen in the next update. I like the idea of ammo conservation, but I don't think it has any place in this mod. - The thumper is super-annoying
You're telling me? I'm about ready to just kill the thing and replace it with a totem pole. I hope it's possible to make it quieter (although I'd appreciate the shutting-off sound being louder), because it give me a headache when I'm debugging. - You can camp the last objective
I foresaw this problem as I was blocking the finale out, and I'm still not sure how to fix it. I mean, right now one player can camp in his jail cell at the very beginning while his teammates start the finale. I'm not sure how to fix this, except perhaps by having something other than a timer. Perhaps just killing the gunship is enough. I'll think about this one. I'll probably add a 30-second smg/soldier spawn. - Gunship is too hard, dropship is too easy
When I tested it, it was the other way around. I'll tweak these, but not a lot. It's pretty close, I think. - Combine and antlion guard attack each other, making combine useless
Perhaps I'll allow the OW to set up in the courtyard while the rebels fight the antlion. It'd be difficult to balance, but I think it'll help. Perhaps a one-time troop spawn along with the antlion. I'm just brainstorming.
I'm glad that nobody's complaining about the player/difficulty scaling. I haven't fully tested the health scaling on the antlionguard, but there aren't any complaints about that. Speaking of which, since triggering the map, I've learned that AddOutput can be abused more than I thought. I still have to experiment. I'll try to add a better landmark to each room and break up symmetry (a bad habit I still have) . I'm still thinking about where to put the alternate path. I will try to put the finale on a huge coastal cliff to make it even more "epic." Oh, and I'm surprised that nobody thought the metrocops were overpowered.
Oh, and somebody noticed the effort I put into the sounds.
I think I'm unusually happy right now because I've done some coding for the first time in months. I've forgotten just how fun it is.
tl;dr: People disliked things I can't fix, people disliked things I will fix, and everyone else wants me to finish.