Cybernetic pig: I'll work through your suggestions first and comment on them as I do them.
Cybernetic pig wrote:02_NYC_Underground:
-Increasing the move time of the doors that are on Ford Schick's path makes his journey back more believable - he doesn't run into doors.
Eh, I'd probably have to speed them up quite a bit, and those doors moving faster than the ones in the rest of the game might come off as a bit weird. I'm going to leave this one as-is.
-Datacube in the water by door (directly under turret) via the entrance with all the lasers. This datacube is impossible to spot in-game.
Not sure what to do about this. It's obviously supposed to be difficult to spot (it gives you the same keycode as the datacube near the dead NSF and MJ12 trooper nearby, but is in a safer place), but is perhaps a bit
too difficult to see since the water there isn't translucent. However, making the water translucent makes it too easy. I'm not sure there's a good alternative here.
-MJ12 Troop on cistern walkway (not the one on the bridge or in the room) Likes to jump to his death in combat.
Potential fixes are:
i) Home Tag with a radius of 16 or 32 Units.
ii) New brush on the walkway that is > than MaxStepheight so doesn't attempt to pathfind somewhere silly.
iii) move pawn to another location or delete.
Fixed. I'm not sure what you mean about the home tag, but I just added some perimeter walls on the top of the chamber as well as the end of the little walkway leading to the secret lab. I tried to make it look natural, although my mapping skills are not very good and it took me far longer than it should have.
Area51_Bunker:
Mover inside storage shack located immediately behind the player start needs it's final keyframe [01] moved by 1 unit as it causes z-fighting.
Fixed. You mean that thing where it sits exactly flush with the wall, so the game can't quite decide which surface it should be showing? Yeah, that's pretty weird. Fixing both of those doors so that their "open" keyframe juts out from the wall surface a bit.
Large Fan where page taunts you ("Jump!") needs it's damage threshold set higher as it's silly it can be destroyed in 1 sniper shot.
Fixed. Never mind snipers, it didn't have a minDamageThreshold at all. In other words, you can theoretically baton it to death.
I've given it a minDamageThreshold of 30, which is the same as the big fan in the naval yard.
Area51_Final:
-Shoddy pathfinding in the reactor room and first large room. large room requires new brushes up on the walkways between the handrails so troops don't try to pathfind to the ground floor.
I'm not sure what you mean. What's wrong with the troops trying to pathfind to the ground floor? Do they just fail miserably when they try, or something?
Reactor room just requires precise rearrangement of pathnodes so Gray's can climb the stairs properly.
The greys are climbing up and down the stairs just fine for me.
Also consider toning down the reactor lights fog radius as it chokes the engine a little.
Hrm, I've never noticed it being that bad. The thing is, the fog itself is a property of the zone, not the lights, but there are also a lot of lights there and some of them have effects applied to them, which can bog things down a bit I guess. I'll consider it, but I don't know if I trust myself to simplify it much without making it look worse.
-After talking to Helios Datalink trigger is enabled to trigger transmission and release bots to help you fight newly-spawned commandos. The Datalink trigger needs it's collision radius increased so if the player decides to take the shortcut down (jumping and getting goodies from mechanics's corpse) the transmission still plays (needs confirmation).
Fixed. I placed a duplicate trigger at the bottom elevator stop, that way you'll hear if there if you don't on the way down.
I've also fixed a typo where a skill award trigger said "Critical Loctaion Bonus" (sic).
-Helios animating texture (Area51 green animated tex) doesn't match the one used in helios ending scene.
How so? Looks like the same textures to me.
Area51_Entrance:
-Same Pathfinding problem as Final. By the locked door (requires key found in Rec, has 90% LockStrength) that leads to the elevator is two MJ12 Troops in a raised position. In between the handrails brushes are needed as the troops attempt to pathfind through the handrails ad infinitum and pose no threat, as well as looking ridiculous. Other than that this map is bug/error free if I remember correctly.
Do you mean those two MJ12 troopers in front of the Sector 3 access door, in the same room as an MJ12 Commando and another MJ12 trooper with a sniper rifle on top of a cherry-picker type machine? They're shooting at me just fine here, and can also pathfind down the stairs okay.
Area51_Page:
-First security console (Gray chamber) password doesn't match the one given in the nearby cube.
Works for me. Username is "lab 12" and password is "graytest".
-Sole MJ12 Commando alliance= None. Fights with other troopers. Needs to be "MJ12".
Fixed. Set his alliance to that of the other troopers.
Out of curiosity, which mods, if any, are you using here? We seem to have different experiences and that might be why.