---Uploaded an update to Pandora's Box.
---My comments to comments and what has been updated are marked with a ---.
Oh boy. I might be constructive and just point out a few things to Geo here for future maps:
1) Never use 0 brightness light flickers en masse
---I think the power goes out, which is why it goes to 0, you never read the .txt file did you? There's a legit story behind it.
2) Please oh please don't overdo it with thin hallways where it's impossible to dodge projectiles
---Yeah, its my first .wad :-) I did make up for it with the rest of my levels.
3) Make sure that it's not possible to hit switches from the other side of fences
---hmmm I need to check on that. You're right. Fixed I put it into a wall so you can't hit it with a switch.
4) For crying out loud, I personally hate looking for invisible switches (aka single computer panels) to open doors
---That's why there's blinking lights and a pointer. I've fixed this and made the invisible switches even more noticable.
5) Check your map for missing textures
---Fixed, I'm surprised the beta testers missed them.
6) I hate not being able to see much since I like to use the default brightness level
---Yeah, like I said the power goes out, where you need to trip a few switches to get the doors to work.
But other than that, it's good. Keep it up.
---Makes me feel like I didn't do anything good :-) But hey I got three stars for it!
I liked Pandora's Box (Pox? Box? Typo or deliberate, you decide) I thought it was quite imaginative, plotline and everything.
--- thank you, someone read the plot :-)
I haven't seen a wad that uses the start blinking effect in forever, and it was done quite effectively.
--- actually the .wad idea generator said power failure, so I made one.
Although yes if more wads used it you'd soon get sick of them, but I'll give him this one :) Furthermore, the blinking is helpful - it makes it pretty obvious which consoles you're meant to press on :)
--- golly thanks, and yes I tried to make it obvious, cause otherwise the beta testers at the forum would have complained to me about it.
Yes there are bugs though, these are all the ones I can remember:
It was odd not to have a yellow key, although the yellow doors aren't necessary (neither is the blue door) - I don't know if this is an oversight or a deliberate feature, as the doors would be accessible in deathmatch when you have all the keys from the start.
--- This only has something to do with the deathmatches.
The reverse sides of many of the shutters need textures: linedefs 24, 190, 234, 753 at least, possibly others.
--- yeah I should have checked those Doom Builder keeps removing them. Fixed
The teleporter in front of the sergeants (linedef 1527) and the teleporter behind the yellow door (linedef 1785) are both broken, I believe they have the wrong tag number.
--- Fixed, thank you.
The cacodemons behind that door and its opposite (things 103-106) are stuck together.
Other than that, pretty good!
--- thank you so much, I wish my beta testers for this were as good as you at picking up errors. After this level I picked up two of the greatest beta testers period.
Last edited by geo on 09-12-06 at 02:26