Gave this a go and a few things I noted. Firstly, your zombies are messed up. Looks like the model is incomplete and missing the textures file (zombiet.mdl)
1. I notice that the crowbar can be easily missed, which I did at first. I accidentally picked it up when checking if I missed anything.
2. Button placement/Signposting the thing the button does. I hit a button in a room and somewhere a door opened? I assume I did this right because I have no idea.
3. Sloppy, sloppy brushwork. This is a consistent thing in your maps and it suggests a real lack of care and attention at times. It seems like a nitpick, but it feels like you make a room and then copy past prefabs to fill the space. It can be game breaking because I got stuck between vehicles/crates/walls multiple times with very little effort on my part.
4. Glass doors but the glass is opaque? Is that a mistake?
5. Couple of flags to check for next time. func_door has "Monsters can't" which stops NPCs opening doors when they shouldn't be able to. Your grunts were opening the door in the lobby fight even though the button to open them was on the desk. Also, item_suit has "short logon" which stops the HEV suit voice droning on and on and on at the start of the map.
6. Really bad clipping issues around the entire map as well. Near some of the trucks it seems that there are clip brushes placed around for no reason? I got stuck near the truck with the turret in and had to noclip myself free, but there was seemingly nothing there blocking me.
Overall, a little improvement over your previous maps. It actually looks like the kind of space you could easily drive a vehicle around, but the combat is still ridiculously easy throughout. The grunts are once again not being given the change to fight intelligently and mostly just line up in doorways to get shot.
Zombies are fixed but the map is still quite inefficiently put together. Hollow vents that you never enter?
A big skybox around the whole map? I'm sure the map compiles quickly enough due to its small size, but you're going to need to start optimising things when you work on larger and larger maps... because "Yikes!" that's a lot of unseen stuff being rendered.
2. Button placement/Signposting the thing the button does. I hit a button in a room and somewhere a door opened? I assume I did this right because I have no idea.
3. Sloppy, sloppy brushwork. This is a consistent thing in your maps and it suggests a real lack of care and attention at times. It seems like a nitpick, but it feels like you make a room and then copy past prefabs to fill the space. It can be game breaking because I got stuck between vehicles/crates/walls multiple times with very little effort on my part.
5. Couple of flags to check for next time. func_door has "Monsters can't" which stops NPCs opening doors when they shouldn't be able to. Your grunts were opening the door in the lobby fight even though the button to open them was on the desk. Also, item_suit has "short logon" which stops the HEV suit voice droning on and on and on at the start of the map.
6. Really bad clipping issues around the entire map as well. Near some of the trucks it seems that there are clip brushes placed around for no reason? I got stuck near the truck with the turret in and had to noclip myself free, but there was seemingly nothing there blocking me.
Overall, a little improvement over your previous maps. It actually looks like the kind of space you could easily drive a vehicle around, but the combat is still ridiculously easy throughout. The grunts are once again not being given the change to fight intelligently and mostly just line up in doorways to get shot.