I've just played Castle Freekz - it's a very rewarding map, with a good range of secrets, nice visuals and fun combat. Plenty of ammo means the player has choice in how to play, which I certainly don't mind. Good job bigolbilly
All My Friends Are Dead was a reasonable boss map in the "solve puzzles whilst swarmed by monsters" vein. I like that it's not an Icon of Sin battle and I quite enjoyed the overall experience. I kept trying to get in the mouth to lay the smack down, but getting rockets near the target wasn't too hard even with that inability, once everything else was done.
Thanks for the demo bigolbilly ! I wouldn’t call my map slaughter, it’s much too easy for that... how about Hollywood action popcorn film? I’m glad you dig my man mouldy’s style, I’ve been pimping him since he was knee high to a grass hopper and I wish the cunt would come back and make more maps for us undeserving heathens
Last Edit: Jul 30, 2018 0:56:44 GMT -5 by glenzinho
Thanks for the demos and comments guys. I'm revising right now. Beefing up a couple of encounters slightly on the memfis collab and removing a little bit of ammo (and also addressing the minor things memfis caught). I have some ideas on conveying the progression of the boss battle better after seeing memfis's and glen's demos, also working on those. Still have a few tweaks on Greenpeace, too. Hoping I can finalize those and implement difficulty settings today!
I also did an FDA for Phobus's map. Loved it. Visuals are great--particularly liked the lowering library area (big fan of hiding switches in the ol' PANBOOK, too). Combat isn't too demanding but lots of fun, with a number of memorable encounters for such a small map (opening tyson battle with the rev, the tight cyber battle, the aforementioned library). Don't know what else to say other than that this is the good stuff.
Great map supercupcaketactics! Intricate, complex and oh so difficult. Really loved the non-linear layout, and the million ways to die (gotta mention the titular trench area, that place kicked me all around the earth with its enemy placement and unreliable cover). Aesthetics are fine, maybe the light strips feel kinda out of place for the project theme. Map is good as it is, my only suggestion is to remove the chaingunner rising up from the dirt in the trench, cuz it feels cheap.
supercupcaketactics - It's another incredibly dense, non-linear layout with lots going on both visually and game play wise. I feel like I wouldn't mind a bit more breathing room in your maps generally, but I appreciate that you make what you want to make. It's pretty lethal on UV, particularly with the nukage and lowering rocks mixed in with enemies everywhere and patchy cover. No suggestions for change or anything, but I'm glad you got it done in time.
^ Here is a FDA. It's a very memorable exploration based map. My only complaint is the overuse (in my opinion) of barrels. To me Doom begins to look like a joke when there are so many explosives everywhere very conveniently placed for the player. I do enjoy a good barrel explosion but I prefer it when you have to actually put some effort into luring the monsters to the right place. Anyway, the rest was so great that I didn't even want to leave the map and went for a little secret hunt at the end (didn't find any though).
By the way, when you have a bunch of bars moving at the same time, it's usually a good idea to combine them so that they don't make too much noise. For example, the sectors tagged 17 are quite hard on the ears.
Caztle Freekz --difficulties implemented --multiplayer starts added --ammo balancing tweaks --minor encounter tweaks in a few places --minor visual stuff to aid progression
All My Friends Are Dead --difficulties implemented --multiplayer starts added --tweaked progression to make puzzle solving hopefully clearer --beefed up the final swarm of enemies --tried to signpost the boss kill area more clearly
Sorry for the delays, some irl stuff slowed me down on these final revisions, and it was all I could do to get them together by tonight. Really grateful to have been welcomed into this project!
Last Edit: Aug 1, 2018 3:44:50 GMT -5 by bigolbilly
Post by supercupcaketactics on Aug 1, 2018 11:13:34 GMT -5
memfis Thank you for the feedback! I'll take into account what you said about barrels for future maps of mine, particularly on having to lead enemies to them. I also joined those bar sectors so I hope that makes less noise. Those other secrets are tough to find since they rely on being super duper sharp on telling the difference between brick textures since some of them are so similar as well as one that involves stepping on a differently textured patch of grass.