Hey there. Good to see a rising mapper.
Criticism time (rest assured, I'll try to be constructive)
Screenshot # 1:
The ashwall doesn't fit in my opinion with the browny rock 5. Perhaps use something green, like one of the Zimmers. The greys are sticking too out as well. From the realistic point of view, grey stuff would generally be covered in dust, dirt and such from the outdoor rockiness. Try something brown, it would surely add more convincement to them. How about metals?
Screenshot # 2:
Same stuff with greys. I'd keep them on top of the structure (where dust and sand from the ground wouldn't reach them, but make them dirty them below). The top grey bar looks kinda too generic. Try a different texture (maybe metal1). I'd remove the midbars and place metalic bars made of sectors over there.
Screenshot # 3:
Same stuff with Screenie 2.
Screenshot # 4:
Very nice. I like that chair. Perhaps the back is too high. Doomguy's step height is 24. Give stuff that should be tall but not too tall (so the bloke can't walk on them) height of 25 to keep the relatively mid height and block them off from accidentially stepping on them. Also, perhaps give the floor a different flat. Looks too pale now. How about Floor0_3 (or whatever is called.. the white panelling. I think it would nicely componate itself with the greys in the room and the low saturation of the area whatsover)
Screenshot # 5:
I'm kinda wondering what is a Radiation sign doing in a bathroom

are the toilers radiative? Anyway, that area looks very nice. I suggest experimenting with woods instead of metals. Perhaps it would reduce the grittyness the metal texture gives that place.
Keep the map coming! Unfortunately I cannot help you beta testing the gameplay (not now) but any questions, suggestions you'd like to share I'm opened to hear.
Would sticking to an entirely silent narrative be better than having scripted responses?
Go for the HL-style unspoken narration via scripted events and such alike, in my opinion. Showing is always better then telling.
If your story grows too large try making some custom textures for computer screens and make them somewhat interactive so the player can read about a hellspawn gate spawning nearby the installation or something like that.
if the story was told entirely by the player's inner monologues as he sees things
Overused in wads. Doesn't work so good. Silent narration please
Hint for the storyline development - hide the TRUE point of the story (rough scientist opening gateway, meteor from phobos crashin nearby the installation when the base got blown up years ago, diggen out ancient teleporter stuff that linked the base with hell or something like that) until the very end of the story. Gives the story a very nice twist.
Hey there. Good to see a rising mapper.
Criticism time (rest assured, I'll try to be constructive)
Screenshot # 1:
The ashwall doesn't fit in my opinion with the browny rock 5. Perhaps use something green, like one of the Zimmers. The greys are sticking too out as well. From the realistic point of view, grey stuff would generally be covered in dust, dirt and such from the outdoor rockiness. Try something brown, it would surely add more convincement to them. How about metals?
Screenshot # 2:
Same stuff with greys. I'd keep them on top of the structure (where dust and sand from the ground wouldn't reach them, but make them dirty them below). The top grey bar looks kinda too generic. Try a different texture (maybe metal1). I'd remove the midbars and place metalic bars made of sectors over there.
Screenshot # 3:
Same stuff with Screenie 2.
Screenshot # 4:
Very nice. I like that chair. Perhaps the back is too high. Doomguy's step height is 24. Give stuff that should be tall but not too tall (so the bloke can't walk on them) height of 25 to keep the relatively mid height and block them off from accidentially stepping on them. Also, perhaps give the floor a different flat. Looks too pale now. How about Floor0_3 (or whatever is called.. the white panelling. I think it would nicely componate itself with the greys in the room and the low saturation of the area whatsover)
Screenshot # 5:
I'm kinda wondering what is a Radiation sign doing in a bathroom :? are the toilers radiative? Anyway, that area looks very nice. I suggest experimenting with woods instead of metals. Perhaps it would reduce the grittyness the metal texture gives that place.
Keep the map coming! Unfortunately I cannot help you beta testing the gameplay (not now) but any questions, suggestions you'd like to share I'm opened to hear.
[quote]Would sticking to an entirely silent narrative be better than having scripted responses?[/quote]
Go for the HL-style unspoken narration via scripted events and such alike, in my opinion. Showing is always better then telling.
If your story grows too large try making some custom textures for computer screens and make them somewhat interactive so the player can read about a hellspawn gate spawning nearby the installation or something like that.
[quote]if the story was told entirely by the player's inner monologues as he sees things[/quote]
Overused in wads. Doesn't work so good. Silent narration please ;)
Hint for the storyline development - hide the TRUE point of the story (rough scientist opening gateway, meteor from phobos crashin nearby the installation when the base got blown up years ago, diggen out ancient teleporter stuff that linked the base with hell or something like that) until the very end of the story. Gives the story a very nice twist.