It is a pretty tough cookie, so I think Joe's suggestion re: the health situation is a good one. At least the multi-path setup makes it eminently replayable. But it's a bit punishing for a DBP map, which tend to be more FDA friendly--some of these encounters took several rounds of accumulating foreknowledge for me. I'm not the best player, but neither is the intended DBP player, necessarily
Visually this is a really great interpretation of the theme, especially the use of the molten flats with smoke. I feel like this could pretty much be the style template for the set. If I wasn't prepping for DBP16 I would go see if there's anything in my map that could complement some of the stylistic motifs here, just unify things. (Joe, of course, you're more than welcome to do so as project lead!)
Wow, thanks a bunch for the feedback! I appreciate the positive but constructive responses. I suspected this map would need just a bit more health, but I wanted to get some opinions first. I have watched both of your demos and it was very insightful. As for the bug you mentioned Joe, the only thing I noticed was a demon growling but nowhere to be found, toward the end of your demo. It seems a lost soul got trapped in the void somehow... If that's not what you were referring to, then pardon my observation skills ^^ I'm personally very happy with the midi I chose for this map and I'd prefer it to stay, but I'm willing to change it if you really insist. I'll need a bit of time to consider the options you gave to me, though.
I've updated the map, it should(hopefully) be comfy enough in terms of health resources now. Major changes are: -A few more health kits/some small kits have been replaced with big ones -Added an additional radiation shielding suit to you know where, to take some pressure off the player
No demo from me, but this map don't need it, it's outstanding! Gameplay balance is perfect, visuals are delicious... we're obviously dealing with a mapper of experience here, what have you made before grain? Welcome to the Krew!
grain The one bug I'm referring to is that one lava sector that doesn't damage me, it's near the backpack secret. The lost soul bug is a universal Doom II bug with the pain elemental's death when it's near walls, that's impossible to fix. I'm not that uptight over the midi, it is a pleasant track after all, that's all what matters within the rules.
Hey, welcome, man, nice looking map. Unfortunately bogged down by terrible enemy placement, the arena is gigantic with barely any cover, yet for some reason instead of just having a bunch of projectile enemies, you put dozens of pain elementals and arch-viles, these two enemies discourage the player from running around the arena and kicking ass, and instead, it makes them, or at least just me, to just camp them all from inside the cave for about ten minutes, and then spending a couple minutes to explore the terrain, not very good combat design, if you'd reduce the pain elementals and the arch viles, to 2 of each, then it could work just right. The arena could use some bridges to connect the islands so that lava damage wouldn't be forced. Another thing that bothered me was the weapon placement, I spent a couple of deaths to realize where the super shotgun was, and then a dozen more to realize how to get the rocket launcher, my advice is to put multiple super shotguns and a plasma gun somewhere afterwards, this will make the progression non-linear, so that walking only one way is not forced and won't kill you if you go off track.
The map also doesn't look like hell very much, besides the marble ruins, please replace some of the rocks with red rocks or pieces of flesh, perhaps some gory decorations inside the ruins too.
Updated, same link. Added a Super Shotgun at the entrance of the temple and removed 3 Pain Elementals. I didn't really understood the theme so that's why it didn't look like hell. Replaced grey rocks with red ones.
Much better already! Though the rocket launcher is just as useful as the SSG and it would really help to have at least another rocket launcher or a plasma gun somewhere else to add more strategies for the player.
I agree with Joe, the update improves things significantly, especially the infinite height issues with all the flying enemies and, more importantly, making the main lava arena a bit more attractive relative to bridge camping. The extra SSGs don't add that much flexibility, though, since you need to figure out how to get the rocket launcher if you wanna have a prayer of surviving (at least by the time the viles really come out). So I'd second the plasma suggestion.
Major note is that you can get stuck in the red key area. Tbh, all of those little raised "key islands" are a little annoying to navigate around when you fall off the green part, it's really easy to get stuck on a corner or decoration (or, as you'll see, even get stuck permanently). I guess that's sorta the penalty, but I think you can give the player a *bit* more room.
Still, this is a strong map, with great visuals (love how you introduce and develop the key island idea) and some good combat design, even if might need a bit more tweaking. Hope to see more!
edit: heh, missed the most recent update while writing my post!
Last Edit: Aug 25, 2019 15:33:06 GMT -5 by bigolbilly
A very short map. A very red map. A map full of flowers. A map full of Sector Effect 8 in walls.
A Tyson map. Never thought I'd be back to speedmapping, but after a lot of setting it aside I had to finish it rather quickly. I never planned it to be any longer anyway because I didn't have a lot of time on my hands.
I'll likely add difficulty settings the next update.
Last Edit: Aug 29, 2019 15:58:23 GMT -5 by naza: more info
Beautiful little map naza! The exit door isn't tagged properly for non-Zdoom ports. A couple of other notes too : One secret somewhere perhaps? The blue key room looks unfinished, there's no flowers, no trees, and empty walls.
Fixed the door, it seemed to have been tagged but the linedef itself wasn't.
Added difficulty settings, a secret I found out was necessary after dying to revenants all the time and some decor in the blue key room, adding trees would probably hurt the trap so it's for the best there's no movement-obstructing things close.
EDIT - This is an extremely minor edit so I don't think I need to upload a whole new version of the map, but for the final version or the RC - at the final trap I changed the HK to a Rev on UV, but the SSG remained in the trap. Can you please tag it for Easy and Medium but not UV? Thanks.
Last Edit: Aug 30, 2019 3:57:16 GMT -5 by naza: question
Nice Naza, a cute and fun map. I’m not very good at punching rev’s so this took 5 or 6 tries (on the second-to-last try I got killed by the last rev!!!). Consequently I don’t really mind the SSG even on UV . But the length mitigates the potential frustration pretty nicely.
I sorta feel like we’ve been needing more of these kinda maps where the playtime is near the bottom end of the target DBP range, very welcome stuff!