A few points from myself.
- You shouldn't be able to see most of the level from one vantage point; it gives away too much, and isn't very esthetically pleasing. Much more foliage, and better use of the landscape tools themselves would help this.
- As mentioned; you shouldn't be able to "climb" areas to go around the linear flow of the level. So far, this seems to be an engine/collision issue (to do with terrain height, etc.).
- I think you should go for a "FarCry" type feel, as far as the look of the environment. That will hit it off with potential clients/customers, and give them something they're more familiar with.
- I agree that keys and conditions need to be harder to find, but not in the "needle in a haystack" manner. It should be logical; such as on a specific guard, or at a specific station. You could also incorporate the old "find Key A, in order to unlock the area to get to Key B; which will unlock Gate 1"; for example.
- I think that beyond visuals; the AI updates should
always go into a new build of
The Escape, that is very important. As such, the level should be created with future AI improvements in mind.
- There should be more of a defined "end goal", visually, in the game. For example, after going through the final gate/barrier, you turn a corner and find a vehicle waiting for you. Which is also something you could play with, as far as "radio traffic" in the beginning of the level. Something like this:
"Sgt. Smith, our Team will be at the rendezvous point in 5 mikes. That's all the time we can give you; if you're not there by then, you're on your own." You could even incorporate a real-time timer, that you have to beat the level in....to add more urgency. Just an example.
- There needs to be a decent balance of weapons and ammo throughout the level. Not too much and not too little. Having a sniper rifle lying around (such as up against a guard tower (left by a guard for some reason), with a few rounds in it, would give an alternate way to negotiate an area. Having a secret weapon (such as an RPG with 1 or 2 rounds) is also always fun; but you should have to go out of your way to get it....which would add more risk to it, if the mission was timed, as I mentioned above.
- Ambient noise (music at stations, radio chatter, sounds of nature, etc.) are a must, as it adds more depth to a level.
- Views of the horizon should be limited, in my opinion (other than an occasional ocean view, etc.); you did a good job of this in your winning entry to the competition.
That's all I have for now; good luck. They picked a good Community Member for this task!