It's not a real finished map, it's only the introduction of my new mod (HL: The Xen World)
It's a new end for half-life, and the beginning for my mod. One day, I'll finish the mod and send it to you.
PD: For new people in HL, copy the maps in the HLvalvemaps directory, after that open the console and type ''map hl0''. That's it. Hammerboy
Last moment info: 11/3 the explosion was changed for an env_funnel
-the WAD's are no longer required.
-1st. arquitecture improvement - less squared rooms. Better ambience. That are not the final compiles, I'll send better ones...
and if its not a "finished" map, it probably belongs in the unfinished vault.
As for your levels... The Xen part bored me since it was exactly the same speech as in the end of HL. The instant kill I got with that blue 'wall' isn't really a great idea too. All in all, I didn't really get the meaning of that introduction.
The labs' ceilings were too high. The architecture is indeed not very outstanding, the layout of that level is too squared indeed. The lighting could be made more interesting too.
The level seemed... unrealistic for some reason. I think it's because rooms aren't connected this way in real-life. Put more thought in that, e.g. try to think of how an architect would create such an environment, and what the demands of the inhabitants or users would be, so to create a more convenient environment. You see, every building has a function, and this determines it's shape and look, as well as it's layout and the like...
I really can't tell the exact function from your level. It seems like a mix between an office, a computer room and a... power plant alike environment? You name it...
Here, maybe this article can help you on your way:
http://www.johnsto.co.uk/text.php?t=common_sense
Oh, and post a screenshot, not a random picture! Such a habit won't get you really far here... nor does it encourage people to download and play your maps.
For 'the real thing' it would be even more painfull...
Entities are your friends. Entities are not taken into account by the VIS process. This can have some great advantages. Normally, small detailed brushes would really make the VIS process a lot more complicated. Turned into entities however, the VIS process is much more simple, taking less time and probably being more effective too.
Be warned though that you should not make so-called 'vis-blockers' into entities. Basically, this counts for the rough architecture.
Oh, and... your map is pretty small still. Don't worry about overloading VIS yet. There are much more complex maps out there that made it trough the compile process...
As for the map, I would advise you to do some research before you start mapping. Searching for photo's of such environments often helps you to get a grip on what you're mapping. I usually seek for concept art and pictures, then I make some sketches and then i start mapping. The pictures and concept art help me to get an understanding of the theme, the sketches help me to create a layout.
You may find other methods to work better for yourself, that's fine as people are different, but perhaps this can help you a bit.
What I mean to say is: preparation is important. A good start is half of the job, or however they say it.