xeepeep
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Post by xeepeep on Nov 24, 2016 10:59:11 GMT -5
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Post by Deleted on Nov 24, 2016 13:11:30 GMT -5
Played this on UV. The music needs to be evened out volume-wise, but I love the track chosen because I really love Rise of the Triad. The Medikit behind that green switch barrier needs to be moved forward because it is too hard to get currently. Ammo gets a bit tight at times. In addition to being very plain and bland, the design is really mazey and kinda devolves into a corridor-shooter for much of the wad, which tends to be boring. Also, you might consider learning to inset your doors, which not only looks better but would allow you to use more ceiling height variation. The gameplay also suffers because the player is forced to kill mid-tier and high-tier enemies with weak weapons, which gets old quick. I gave up shortly after the nukage part, where you make the player run through nukage without a rad suit and only offer him an invulnerability sphere and a berserk pack. I noticed that the wad has 615 monsters!
My advice would be to make a smaller map but spend your time making each area better, instead of a giant map that is bland and ho-hum throughout. Perhaps do a map with 50 monsters tops. Make the map in the spirit of E1M1. Make the areas interconnect in interesting ways. Create lots of height variation, both in ceilings and floors, and perhaps allow the player to re-visit areas he's already been to from a different height by using platforms or pillars that act as a bridge. Make the fights interesting and fun by surrounding and surprising the player rather than having everything file in towards him in a straight line so he can just use chokepoints to negate any challenge. Just my two cents.
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xeepeep
Banned
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Posts: 2,338
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Post by xeepeep on Nov 24, 2016 17:36:38 GMT -5
^ thanks a lot, really.
First, about the 615 monsters. There is a super-hard to get megasecret with about 200-300 monsters in it, mostly Zombiemen. But it's really hard to find and I'm 99,99% sure that you won't find it without a map editor. I did it for the lulz.
Also, please, don't play this on UV. I didn't test it at all, although it is present. My logic on UV was "you asked for ultra-violence", heh. HMP is what this was made for. 503 monsters, although even that looks terrifying, I'll admit.
The medikits -- I think I had some sort of glitches when I would put them a bit closer to the player, so it had to be so, sorry. I hate it too, but it does look cool IMO.
Ammo getting tight -- that's the intention. Besides, you get the berserk fairly early on, either in the nukage or in a secret in the crate maze.
About you giving up and stuff being plain and bland -- the later you go, the better gets the map. The part through which you played through was made 6 months ago and wasn't really revised since then. 6 months is a LOT, 2/3 of my mapping career. :] Besides, don't forget that this is for vanilla, there's not much space for detail there.
About the invuln/berserk -- you make it sound almost bad.
Thanks for the suggestions too. Interconnectivity is definitely something I have to work on. < 50 monsters is also something I have to try.
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