I'm surprised no else has reviewed this. Sorry this took so long, I had to get a few things for college done and spend 10 hours rendering something before I could get in to this.
Anyways, here's my in-depth review:
Firstly, the menu screen was pretty nice, and the music atmospheric if a little repetetive. The load time of Level 1 was pretty long, but that's probably not your problem. Obviously, I've already played level 1 so not much surprised though I'm glad you got rid of the zombies spawning behind you (I still kept checking behind me to make sure!). The opening apartment is somewhat of a lagspot but it evens out further on in the level. The level was well-lit and well designed; I like the way the player is not forced to turn right when exiting his apartment, but doing so will reward him a shotgun.
Level 2 was good because it didn't feel like Level 1 all over again. A zombie spawned behind the locked door before I had the key, because I was being too inquisitive. Perhaps you could spawn him a little later. Also, it wasn't obvious that that door was locked. I also noticed because it looked like a dynamic entity, so had to be locked. The kitchen behind the bar was a nice little area too. So, I went upstairs and found that one of the doors in the hallway opened when it shouldn't; it just led to nowhere. The science lab was very well done, though because I didn't realise I was looking for a key, I thought it was a dead-end the first time I reached it; I went back and found the documents, a nice touch btw, and the key. Going through the door led to a well-designed little construction site. I think you could afford to bump up your lightmap quality to make this area more sinister. When I got to the warehouse, I went left but didn't realise there was a freaking big door in the room it led me to. Also, the door immediately infront of you as you go in to the warehouse bit did not have anything behind it. When I finally took on the 'big-arm-guy' (I can't remember what you called him) I found he backed me in to a corner, where I couldn't escape and tried to rape me. Fortunately, I squeezed out and killed him.
Level 3 was only annoying because I would have liked that flashlight. Other than that, It was, again, well-designed and well-lit. I think you could add a few more platform entities to make it more overtly a station. Nevertheless, I liked the idea of running along the track, though I clipped a couple of times. The enemies spawning from seemingly nowhere made me jump, and I was annoyed I couldn't see them at all, not even a silhouette. Still, I enjoyed fighting along the level and reaching the final platform. Once again, more station/subway entities would have livened this up, and perhaps also a suggestion of where the player was going (little a station name or something).
I thought this was pretty good. I'm not the best judge of scariness since games don't often scare me anyway, but I can tell you the level design and lighting was well-done. I think I would have liked a different ambient track for each level. Also, the (lack of) entities in level 3 made it seem a little rushed.
Framerates went from 15 in his apartment, to 34 at the beginning of level 2.
Level-design: 8
Lighting: 7
Sound: 6
Entity/enemy placement: 7
Presentation: 7
Overall: 7/10 - Nice good start, with just a few kinks to iron out
My specs:
Pentium D 2.8Ghz
1GB of RAM
XP SP2
AE