Hirogen2
Member
Posts: 458
Registered: 01-02 |
1. lmp file
2a. An E1 style map that comes very close to the Doom originals in all terms, gameplay, monsters, "actions"/secrets, detail. There are no major things I could complain about, nice work!
The ammo is, according to my run, nicely tight (skill 3) and you only have to use the pistol "on the edge", i.e. you soon get ammo again. Keep it that way.
2b. Subjective suggestions:
- Chaingunners in E1? Doom 1 never had Chaingunners! (Anyway, keep them, it fits.)
- Revenant in E1? Doom 1 never had Revenenants! (Put a baron or two in there to compensate for the atmosphere.)
- I find it meaningless to put health potions (1% health) on nukage (in one of the last rooms near the blue door). When you step on the nukage, you loose at least 5% and want to compensate that with 1%?
- The stimpack which is on the same spot as the berserk pack, does not make sense. Berserk gives you 100% anyway. In the worst case, you first pick up the stimpack and then the berserk which is not that useful, because the berserk alone already gives you 100%
- Same as I noticed with MAP01: the BROWN1 texture has two parts, a pale and a more saturated part, which both together don't mix very well IMO. You especially notice that with the lift switch (time position 12:21 in the demo)
- The exit switch is too thick ;-) Should have been 8x32x+32 (width / height / sector height)
3. Objective improvements
- Don't have "upper unpegged" for doors. I've seen this with the "inner side" of the secret when I picked up the soulsphere. Not sure if it's outside too.
X. Taken the "rotating light" effect from P:AR e1m1? ;-)
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