[WH]-Wilou84
Member

Posts: 392
Registered: 12-06 |
Okay, here's my playtesting report for your map :
code:
* MAPXX: Nuclear Nightmare by C30N9
Tested with PrBoom-plus 2.5.0.5 and ZDoom 2.5.0, in Ultra-Violence Skill.
Well, it's a cool map, but it suffers from a few crippling mistakes. Let's see...
The first big room with bars and Arch-Viles is nice, as both Viles can see the player
if (s)he's in the middle. Running to the Super Shotgun isn't too safe, that's cool.
Also the gap between your bars is 32-unit wide so speedrunning tricks should be possible
( it's always a good thing ). Sadly the glide on the red bars is unguided, I don't know
if people will bother.
http://i52.tinypic.com/6f5czk.png
Here, the green animated forcefield texture is badly used, and the ceiling lights
are too plain.
Also those silver borders don't match with either the brown bricks on the floor or
the green slime.
http://i52.tinypic.com/2jccakx.png
As said above, this green brick texture on the floor doesn't make
sense in this cave. I'm sure you can find a better texture in cc4-tex :)
http://i56.tinypic.com/taoryr.gif
Here, you don't really need a grid. Just add a few descending rocky layers to block the
player, it will look much more natural.
Also the brown rocky texture on the right is misaligned.
http://i52.tinypic.com/293d894.png
I'm not a fan of this room.
First, it's too empty. There's a few monsters which appear when you get the key, but
imho they should be there from the beginning ( and you should spawn something else in
the other room when the player get the key ).
Second, players usually hate narrow pathways ( see The Chasm ), particularly
when there's no way to go up once you're in the acid pool ( hello, Sunder map 05 ).
And third, the texture alignment is terrible here.
Please consider adding at least a lift or something to allow the player to escape the
pit.
http://i52.tinypic.com/aenls3.png
Same here, the player can't escape the acid pool. It's usually a bad idea,
unless your name is John Romero and you're creating E1M3.
http://i51.tinypic.com/2w7nxqu.png
The transition between rock and silver textures is, well, poor.
Try to rework that to have a more natural feeling ( add some stalactites or
something ).
http://i51.tinypic.com/15ovwol.png
Here somehow monsters are blocked under the lights. Feels weird, and
the teleported Revenants can't even properly enter the room.
http://i54.tinypic.com/2nixta9.png
Here... The endless switch-hunt. From 1994 with love.
Personally I don't like this kind of stuff, but I guess that's just
a matter of taste.
No secret area ? :s
On the whole, you implemented a few nice traps and ideas there, but some rooms
just felt too flat and the level itself is mostly linear and lacks consistency.
Still you improved a lot from the first screens I've seen :)
I'm sure that the map could be a lot nicer provided you take some time to fix
things up.
Also, you subscribed for a second CC4 map already, but well, I strongly
suggest you try your best and make only one good map instead of two rushed, subpar maps.
On the whole, you'll improve at map editing, and the project itself will be better.
Music choice is nice, but you may want to talk to Processingcontrol, as he picked the
same midi for his map. :)
I didn't think it was too hard, maybe ammo is quite tight at the beginning but then again you're given a Chainsaw against those Spectres...
Ok, on to Processingcontrol's map now. :)
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