justanotherfool
Junior Member
Posts: 126
Registered: 12-07 |
I tested your map briefly, stewboy.
There really isn't a lot to say about it in terms of criticism. It's a fun, bloody (and occasionally challenging) map which is also interesting to look at. Use of the new textures here was well judged, and the layout is good.
Even without any changes it would be a fine addition to the project, but I have a few nitpicky potential improvements all the same.
I thought the river in the outdoor area at the end looked unconvincing due to the small number of linedefs used. Many of the edges are sharp in a way that's quite bizarre to look at, so that might be worth tweaking.
The lights in the cave were a good idea, but you could make them less bland by adding metal 'fixtures' to the top and bottom of each light. Maybe some pipes or wires adjoining them would be a nice touch. I guess it doesn't make a huge difference one way or the other though.
I feel a few of the tunnels in the map are a little bland as well. I'm thinking mainly of the one you take the elevator to after the cave/outdoors bit (the one with the waiting revenant). There's a lot of unbroken ceiling there and all the light levels are the same. Try changing the ceiling heights a bit or add some broken lights to allow you to change up the lighting. The area with the first archvile (which almost killed me, by the way) up until the cave seems a little bare for some reason, maybe it's to do with the fact that the walls are too flat and don't really look like they contain a building.
Consider reducing the number of enemies in the outdoor bit with the SSG, since sniping them is mildly boring, I guess. Perhaps put some of them inside the base instead.
Apart from that, for some reason the secret sector in the cave containing the backpack and other stuff wasn't triggered when I opened the secret and took the loot.
All in all, a very nice map. Good work.
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