Hey there, I checked out your map and I think it looks very good compared to other maps.
What I noticed first was the error spam in the console.
ALL of your props that do not have a collision model are set to have collision, causing this error to be spammed in the console:
SOLID_VPHYSICS static prop with no vphysics model!
It's not a big issue but definitely worth eliminating, since it gets in the way of hunting for further bugs.
You can fix this by setting the collision properties of your props to nonsolid.
Another error the console spits out is that some of your props are trying to play an animation that it doesn't have. Specifically these:
Dynamic prop trap4fake: no sequence named:idleDynamic prop prop_dynamic: no sequence named:pumpingEasy fix: don't give them sequence names that they don't have. You can check what sequences your props have by opening the Model browser and clicking on the "Sequences" tab of your selected model.
The teleport doors on the Activator's side (or Death's side) that lead you to the next areas are very confusing. They look all the same, and their position does not help in every case. Sure, you can memorize them by playing more often, but as a newcomer to this map, indication as to which door leads where can mean the difference between victory and defeat.
I would suggest using different textures that indicate the direction. For example you could have a green texture be forward and red texture backwards. But since you are already using custom textures, I would suggest making one for the doors that say something like "This Way" or "Next Area" and vice versa for going backwards.
Next up: The Minigame.
I could hop on the edge of the wooden barrier that you put in there and avoid being hit completely.
You should probably extend the invisible clip brush a bit to fix this.
The bathroom mirrors are glitching out.
Seen here: i(dot)imgur(dot)com/Jtx6xPx(dot)png
(Can't post links yet)They work fine while looking at them from a certain angle, but turn black from another.
The first spike trap appears to be missing 1 spike, unless that was intentional.
You use a lot of brushwork, so I hope you use func_details wherever you can.
Lastly: Your buttons don't support +use and can only be damaged.
Deathrun veterans will appreciate it if you enable this feature, as it allows for faster trap activation without the penalty of a delayed weapon swing.
To do this, you need to change your button outputs from "OnDamaged" to "OnPressed" and enable these flags:
- Don't Move
- Damage Activates
- Use Activates
I hope this helps!
Very short summary:
Interesting map with great potential.