Cool, fantastic idea with the conveyerbelts and the shelves
A few things:
I can't figure out why the belts rise out of their tracks sometimes or how you made them. I would have laid a very thin layer of friction 0 objects around all sides of the belts (not just the bottom). Maybe this would solve the issue, I have no idea why they float like that so I can't really tell though.
The starting position is not good. I get you want players to use the conveyerbelts but starting at the bottom of a map is rarely a good idea. Get up on those shelves is very difficult, especially since they're nonstatic meaning huge parts of the mod is unavailible to most people(many don't know how the position property work and can't change it themselves).
-Edit-
Just noticed you have alternative starting positions listed, that is good
Besides the cool interactive objects it's very bland, both sides of the battle area are basically the same and both of them are rather empty leading into:
Its too large. Even if someone spent the time getting through every corner of the room there really isn't much incentive to do so. Because everything is so spread out and the room is so spacey it doesn't feel like a lot of fun to play besides checking out the interactive parts. Think of it as a bag of cheetos, would you rather eat 1500 barely flavored pieces or 300 super tasty ones? Size doesn't mean everything :^)
Would have loved for it to be more compact, makes it so much easier to get around and much more exciting to play. The biggest bother is the containers in the middle, sitting at the side leaving a huge part empty on the other side, the forklift is there to offer some compensation but it isn't enough since the containers are much larger.
Some of the objects are overdimensioned. This happens because the mod is too spacey and you didn't measure the objects next to the Tori. The buttons for the door is larger than Toris head for example and the door itself is like 4 stories high.
The colors are pretty good. You used colorvariation which makes a huge difference and that's great but the lightning is a bit fishy. Warehouses can obviously be both bright and dark depending on if it's an Indiana Jones movie or real life but this mod can't really seem to decide which one to be. The floor is very dark compared to the rest of the mod. The containers and shelves belong in direct sunlight and the floor and gate in a dim env.
The yellow lines by the trucks clip into the floor if you look at them from far away
There are two seemingly useless objects inside the floor (nr 127 and 128, filler objects..?). And both of them are clipping.
Overall it feels like you just wanted to show of some fancy mechanics, which is fine, but this had some great potential and everything besides the conveyerbelts and the two closest shelves just feels like filler. I appreciate the mod on a theoretical level but personally I wouldn't play this twice.
I'm going to tell you the same thing Oblivion told me when I started hacking.
Don't waste cool ideas on lazy work. Blow people away instead of making them think "that's pretty cool I never thought of that".
Last edited by jisse; Jun 12, 2017 at 06:34 AM.