Aleaver
Can't spll

Posts: 1211
Registered: 08-02 |
justanotherfool said:
Here's one of the beta testers... :)
Sorry to have taken so long to get back to you once again, but I have a pretty packed schedule at the moment. The revamped version of the level is really really good, and there's certainly a vast improvement as far as difficulty is concerned.
I applaud the clever use of archviles. Too often mappers don't take advantage of their ability to raise dead monsters, but that isn't a criticism that can be applied to this map.
I'm pleased to report that I've recorded yet another demo, and if it's war stories you're looking for, this one should be to your liking. There were a few points where I thought it was over for sure, but somehow lived to tell the tale. I had seen Anima's demo and played the new version once before starting my recording session (dying at the end), but I still managed to forget about some of the viles, and had a hard time with the end of the map. Time is 18:5x, I believe.
A few more improvements to be suggested, nothing too major though.
1. I still don't like the staircase leading down as you teleport into the base. If you watch the demo, you'll see how restricted my movement is even when I'm trying to race down at full pelt. I'd much prefer it if you could run off the side of the staircase, allowing you to get down immediately. You don't seem to be able to walk off the bits at the top of the staircase (on the shotgun platform) where there appears to be only empty space (not sure if this is due to the monsters below, but I seem to remember trying it when they were dead and having no luck). It doesn't make sense to have impassible lines when there's nothing to suggest that you shouldn't be able to jump the stairs.
2. In the big room with the stairs leading to the switches that lower the bars in the other parts of the base, you seem to have to trigger linedefs at the bottom of each set of stairs before the enemies at the stairs will teleport in. This means it's possible to use one of the sets of stairs only and not have the second set of enemies teleport in, which for some reason bothers me. Maybe situate the linedefs so that you're guaranteed to trigger both regardless of whether you use both sets of stairs or not.
Here's the link to the demo, by the way.
http://rapidshare.com/files/1553604...pedmax.zip.html
Sweet demo man..Very cool..I did see one error at the end..Demon is stuck on the stairs..As for the other things you mentioned I will have to think about it..But I will say that the second issuse you mentioned had already crossed my mind, I decided to leave it like it was and see what others thought of it first, but that very well maybe changed like you said it should be. Or something very simular. Thanks again man!
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