It downloaded! But thanks.
The game feels like you threw the assets of a few dozen different games in a blender and have it autogenerate a game. Fortunately there are quite a few good ideas in that blender too!
I'll start with what I like: The game opens with me in what I assume is an interrogation cell where a chap in old timey clothes and someone who looks like an LGBT version of "Soap" from the COD games are torturing me. This had me confused because its going on for quite some time with these 2 chars spouting the same sentence over and over. Suddenly a masked chap enters the room and starts shooting. I first figured he'd be an allie who rescues me but it turns out that he is acutally shooting me...so I died the first time.
2nd attempt, I gather the weapons outside of the room, as I can now leave for the masked fellow has opened the door and start shooting. Here I also find a key and exit to what is a desert prison kind of area.
I'd really like to stress that I admire the effort you have put in the escape scene! Nothing works, but I see that you have been working towards the player character actively being beaten and then pulling off an escape. You could have just let the player start over the static corpse of a guard and "assume" he overpowered him but you actually went with a playable sequence. This is why I write a review, because that shows me that you can make a good game sometime.
What follows is mostly standart GG shooter fare and really a testament to what the engine can do out of the box. Enemies ragdoll out of guard towers and the gun mechanics are quite fluid. I like the extra notion that the uzi jams, your work, Julian?
However, as there are way too many enemies on the map, most don't attack the player and just stand around to be shot which really ruins the whole escape feeling to me and made me more of a butcher. I sense that there is no optimisation here. If you try to separate the camp in different areas where you spawn tactically placed enemies, I believe you should get a better results...and better performance on weaker systems.
I'm very pleased with the map showing me allied and enemie characters and the idea that I have to actively free other characters makes the otherwise incredibly dull "look for the key" mechanic at least somewhat interesting. I also like that you added so many voices of the game, even if 90% of them simply don't work.
A general hint I can give you is to never use computer generated voices for people. Its always terrible.
I know from experience that getting voiceactors is tedious but necessary if you want to go with audible dialogue. Some of it sounded kinda well but most of it really didn't.
I have continued to work my way through the camp mostly unhindered until I didn't find the necessary key to proceed and shot one of the other inmates. I was pleasantly surprised to see that you added in a repercussion for that resulting in game over! Nice!.
Now, the game could work like a simple throwback shooter to the days of like "Project I.G.I" but it simply doesn't work as most enemies don't fit visually and are just scattered over the map. The indoor encounter with them taking some cover was way better. You'll need to put in some work though if you want this to be played by anyone who isn't a fellow GG user though. In general: Enemies need to attack you. They should also feel like part of the same military group rather than random armed enemies that have been scattered on a map.
Where the game really falls apart is the way it looks. Models have been placed seemingly with zero reguard to what they are and how they look. You should pay more mind to this as GG is essentially a "what you see is what you get" editor. Nothing should be floating in the map and you shouldn't use objects with missing faces. If you are having a hard time placing items you can always work off of photos.
FPS games need the map to work, otherwise they fall apart. Especially single player FPS games. You don't need good graphics, but the aesthetics and the design has to work. Doesn't need to be good...just has to work. Here this is simply not the case. Everything is awkward.
I applaud you for using custom content! However, the content does not fit the map it is in. Especially the vehicles in a single, solid featureless colour, the seemingly randomly furnitured building (note: Many older shooters had very little furniture in buildings. This is a better choice than using whatever objects you had and just placing them randomly.)
A lot of the furniture is also sticking in the floor or floating.
My hint would be to look at the object in the editor and determine if it makes sense in that place or room. Having modern surgical equipment right next to rusty torture tables after a random corridor full of barrels is weird. (I liked the toilet bucket gag though, at least that shows that these maps aren't randomly generated.) The NPC's looked strikingly out of place as well...most seemed more like they are waiting in line for a popconcert rather than being incarcerated by what I assume are terrorists.
Look! I could go on for a long time as most things in this map don't work yet, but I can see that you have it in you to make it work and don't want to be a voice of discouragment. I think you get the general feel of what I am trying to say.
This is what you are trying to do:
This is what it kinda feels like:
I'm not qualified to tell you what to do but I'd tackle it like this:
Fix general map layout, fix gameplay and optimisation, replace ill fitting props with fitting ones, adjust incoherent and out of place textures (at least colourwise, you don't need and photoshop skills for that), reedit audio, get intro sequence to work properly.
Happy developing!
-Wolf
"When I contradict myself, I am telling the truth"
"absurdity has become necessity"