ne_cath1 test report
###############################################################

Hi Corey,

Two demos attached.

Difficulty:
Easy really is easy, spot on.
I ran normal as well but didn't record.
During this I found the second secret.
Ammo started to feel light on, but I finished fine.
The hard demo shows me playing with less regard for safety.
Ammo is way too light. 
I had to draw enemy in and slip around them to get more rounds.

Visuals:
I like the textures, some people won't (the green rock).
Some texture misalignments are annoying, some easily ignored.
Vertices on the landscape don't always match.
The components of the level are simple but effective.
Except for the machinery which is mind blowing!!!!
Pity about the judder of the crane arm.
The old rpg style player lighting on the platforms was cool.
The audio in that area is fucking nerve wracking.
Well done.

Progression:
I never felt lost.
Having a small route choice close to start was useful later.
I was confused when I finished the first time.
Then realised I'd seen places I would return to in later maps.
This is number one of an episode, yes?

Enemy:
I still have to learn how to handle the new boss death knight.
I can do any of the Quoth base baddies without thinking, but
then I've bothered to learn their battle tactics.
The placement of those Ogres up high is very good.
Their grenades make their way right into the tube :)
The single blob later on is hilarious, I looked at it dumbly.
Err, what's that...oh that's right. NOW PANIC.
Only for a mo' though, as I've practiced against them.
None of the baddies felt out of place.

Atmosfear:
Audio added a lot.
Machinery really sets the scene.
Little things like the way the levers rotate make a difference.
Silently traversing the dark was eerie.
Real sense of place, can't wait for the next installment.