Gameplay, Story and Features
The game made a good impression on the natural scenery, the grass, trees really fitted. The houses are well-decorated by the items, blood and corpses. The UI, icons and characters are imported models, and quite close to the originals as well as map's theme. However, some details still gave me the feeling of a wc3 rather than a modern theme with plasma TV, laptops (especially the couch,corpses and bookshelves). There is some inconsistence between the objects and characters' height. The credits is quite something.
Terrain: quite simple with a combination of about three tiles. It shows the path as hint really good, but lacks of harmony. You should use some more tiles as "intermediary" to make it look betters, together with some natural doodads as hint-giving. And some places show the wrong way of terraining while the city's floor is next to the grass.
Sound and music: The map has shooting sound, door opening, closing, creepy music... also there are music on climax as well. Somehow later ingame, i heard less, wonder if it is due to saving and loading. However, I heard no growling from the infected or boss, it's less scary.
The conversations are made by floating texts and one is made by cinematics, I don't really know why but it's acceptable.
This map is for single player mode, player will control a character. After getting lost in an abandoned area, he has find a way to escape while befriending with the infected by bullets, solving puzzle by finding the right thing to interact with another.
Story: is connected with the original games, so RE's fan can relate it quickly. And for those who don't, they can know it via documents, just enough to go along this map's story. It's simple, catchy, common but doesn't really give me nice taste.
The camera gave the new feeling at first, then headache later. I have to change it back to normal distance after cinematic. Especially in the basement, the doodads blocked a lot.
Main character has 3 way of fighting: shooting with limited bullets, kicking in exchange of being hit, and throwing grenade with an instant explosion (before the missle flies). The low HP really helps with making player uneased.
The infected isn't really scary, since I can shoot them from afar and they're dead standing still (lucky!); or save bullets by letting Aya shoot from afar.
The boss fight is something nice when you left the trick. It reminds me of old days when I played console and had to load many times to fight the bosses. (Personally, I think there's something wrong with the real last boss when the door traps seemed to be for trapping myself, it was the only time I used cc, a shame.)
I spent an afternoon playing this map twice.
The map has an overall good quality. But the size is really insane because of many mp3 files.
The map still contains lots of empty areas.
I only vote for 3/5. 4 if the author give more effort on the visuals, longer gameplay and work on sound files.
Edit: According to the Map Submission Rules, this is not approvable because of Green Button of E-cards and lacks of Efficient triggering. There are lots, lots and lots of leak in your code. However in my opinion, this map can be approvable for Single Player Mode since the faults stated above doesn't cause any error or reduce the performance during playing.
Unexpected tab 2
Leon has no portrait while Aya does. When Leon dies, his death animation looped, in the dungeon also.
Aya's projectile need some fix, since it fires from her right leg and the bullet flies in a curve line.
Dr.Yan has a really big gun in his hand, you should make it smaller. And in cinematic, make him "stand" or "stand ready" because scratching the head with a big riffle is weird.
Collision should be fix a bit, since I got some stuck because of Aya and the doodads.
[tab=Visuals]Sometimes the character goes through objects. you should set the pathing more carefully (ex: the piano and some shelves).
Some English expressions is not fluent (or maybe Im bad at reading).
The damage and armor of infected monster still have wc3 features. Also with the character's.
You can change the text about damage, armor, stats... with dash "-" if you don't want to write anything, and Strength's icon as an icon that shows nothing.
[tab=Items]Is it better to have all document saved in the "Quest log"? Or you can let Leon have a spell book ability, and then add passive/active ability that shows the document's content or acquired key/cards. That way player don't have to keep it in the slots or put the items away. (I don't get the concept of [Check] ability, why is it there?)
The Elevator card has green disabled icon.
Can you make the items be picked when fulled? (Check Hive's M-FIS system if you want to)
The method to get "Document with Password" is too vague. I spent 30m there not knowing what to do even after reading the "Secret Document" dozens of times. I think you should give a hint when using [Investigate], showing that whether the object can be interacted with or not. (Hope I said no spoiler)
Whereas, the "Music Sheet" and the conversation reviewed too much hints. It is better to reduce the detail between Aya & Leon's conversation in the safe room.[/tab]
For your further mapping in the future:
You don't really need that many triggers to control the places, items spawns, letters and conversation. With a proper system you can reduce 80% of the labor work and add more detail.
A bullet system can be used for all the weapon, not two for two guns. They're two effects of a same spell.
Learn about leak and how to remove them, please.