Tempest Enterprise
Sept 7, 2023 18:36:46 GMT -5
Post by AskYourDrAboutUVFast on Sept 7, 2023 18:36:46 GMT -5
dsda-demo on UV
MAP07
DBP61_MAP07_dsdademo_biz.lmp (197.13 KB)
- Ayy right away with the cyber silouhette, I'm lovin it. Very nice detailing in this room. I dig this midi as well.
- There are some midtex space grates in front of lamps by the first door that are not set to impassable so the player can sort of "clip" through them, looks weird. (Lines 9108, 9109)
- The scrolling METAL1 details (Lines 9521, 9494, 9517, 9506) are not properly aligned and scroll funny.
- Another statue cyber :O
- The hellknight that teleports right in my face was pretty rude after grabbing the supercharge.
- I really like how the map sort of transforms from these dark and gloomy tech-tunnels to a bright gray theme.
- green light arches are stellar, red key room looks phenomenal. Minor nitpick here but some of the ceiling details are a bit too low and the enemy sprites sort of clip through them.
- I'm digging the combat, its not overly rough or anything but its keeping me guessing.
- I have a bit of an issue with some of the monster that spawn in after grabbing the redkey. I like how the flow of combat pulls me back towards the red key door, but some monsters either spawn at or walked back into the starting area and I had to go chase them down. I think it might have been cooler to see the first cyber wake up and teleport away. Because these areas are pretty dark, I didn't actually notice he was missing at first.
- Not sure how to feel about the double cyber ending fight. I thought it might have been one of these fights you've been doing recently where some enemies teleport in after a while, then when that didn't happen, it sort of felt like I should have hit the switches in the cyber cubbies to release the remaining enemies, but that proved to be a terrible strategy... I guess its just a straight up 2v1 duel? The extremely low ceiling was also sort of weird...i dunno. Also wasn't sure what all of the switches in this room did? I mean, I get that one cyber closet opens the wall with the manc/imps/rev, and probably that switch opens the exit, but then there is the switch in the other cyber closet, and also a switch in the wall near the entrance of the room that can't seem to be pressed or shot?? (I looked in the editor, should probably have simplified the mechanics in this room and trimmed some of the redundant switches imo).
Fun map but the ending has me sort of baffled. Really great use of the light flats in this map and the lighting is simple but elegant.