pkleiss,
I just completed my first run-through of Underground City and wanted to congratulate you on the fine work!
I can tell you have put alot of time into it so far, and it has a ton of potential - I especially liked the monorail too - very cool! Very few other mods are this large and deep, and I look forward to playing through the completed version fully as you finish it up. :tops:
Now for the feedback I think you were looking for, much of it calculated against the intent of the mod according to your ReadMe - as a low-level adventure intended as an alternate place to go after coming out of Vault 101. In that light, here are some observations that may help. First the issues I found:
1. There are too many Average locked doors for low-level players, I recommend you convert nearly all of them to Easy or Very Easy - as most people < level 10 do not have Average skill, fewer yet have High skill (and there were many High doors in the city).
2. Some of the monster encounters are incredibly dense, at least 12-18 raiders at the entrance, some cases have huge numbers of Giant Ants and/or Fire Ants in one spot. To me these are very hard to kill for low-level players, especially the ants (which is why I think they were largely limited to Grayditch in groups). These seemed a bit intense, but may be fine if your looking for the really high difficulty for newer players. Now for reference I am running MMM and FWE, maybe that changed some of the monsters (I'm not sure), but the fire-ants and Yao Gui grouped-up like that take a high-level char IMHO.
3. The monster areas are too diverse, and in a dozen places I found monsters fighting monsters instead of me. Ants on Radroaches, Ghouls on Raiders, Ants on Ghouls, etc. My 1st recommendation is to reduce the diversity in the areas and go more thematic for each cell, having mostly (or all) ghouls in one area, all raiders in another, all ants in another, so that they don't go into battle with one another and so the area seems more natural. Right now its like a free-for-all almost everywhere you go, and it gets confusing. For a few places having Mob on Mob is good or intentional, but I don't think you intended it this way in most of the cells.
4. In one of the cave cells I could hear explsions in the distance, indicating that you have monsters setting off traps somewhere. Might want to sand-box or protect the trap areas from monsters straying in and spoiling the surprise for the player!
5. The city and most of the cells need clutter, which you clearly state in the post. It can be very time consuming, but with good object palettes and something decent on the tube, it can be fairly smoothly. If you need any clutter palettes, let me know. I think cluttering the areas will add alot of atmosphere to the city as well as loot.
6. I think the game-flow through the cells and quests could be improved with more signage, especially in the city. Signs are a big deal to helping players find their way around areas by presenting land-marks and direction. The signs don't have to say anything, sometimes just an arrow with some scribbles (like the GNR arrows) will do, but their presence can greatly improve a players experience and improve the atmosphere. Signs in the city especially, and these aren't too hard to make as you can re-tex an existing sign and never both with Nifskope or modeling.
7. I couldn't find lamps/bulbs/light figures in the city but did see the lights - I assume those are going in with the clutter.
8. This may just be personal preference, but I found the auto-closing doors to be very annoying for a few reasons. For one I often saw them close when doubling back in an area, and closing without a person/NPC doing it seemed odd. Also I often use the doors as markers of where I have been (closed doors yet to be explored), and the auto-closing doors kept leaving me with the impression that I had missed a place - only to find that I hadn't. Perhaps increase the delay significantly on the auto-close?
9. Once the city has been conquered of bad-guys and the primary adventure is done, the city will then need a more direct access-route for the player if you want them to return in the future. Its buried pretty deep in there now, I recommend opening a back-way out at the end thats close to a well-established route near Megaton. The players may return more often then.
Some high-points:
1. I LOVED the clutter-box wall you made in front of the Underground City door the most of all - very elegant, I didn't even see the door the first time I tore the wall down, I just enjoyed tearing it up and searching through the mess! :goodjob: This was classy!
2. As mentioned the monorail is a first-rate job on the scripting and details - worthy of game companies IMHO. These kinds of mechanisations are sure to win favor among the players.
3. The cluttering on the book-shelves in the city is very nice also, obviously took some time but it looks "preserved".
4. The City had guards that patrolled correctly, NPCs that acted naturally and moved around per a set schedule like RC or Megaton, and the full assortment of shops and encounters was to be had - Very nicely done for a town, your doing great in getting all the right details in for a city.
5. The traps... yes this was indeed a high point! You did very well with these, most especially with the tire/wood/mine trap that basically removes any doubt about the outcome (lol). Right down to the assortment of bear-traps everywhere, I though you did especially well with the traps.
6. The size is great - as mentioned by others, its quite large and can easily burn as many hours as a DLC to complete end-to-end. The combination of Quests, side quests and adventure/combat in cells was a balanced mixture of things to do, and with some additional clutter, loot and detailing, it will really be awesome.
Thats all for my first run-through, again my congratulations on building a Great mod! :goodjob:
Good lucking finishing it up, and let me know if there is anything you need.
Cheers,
Miax