Vermil
Senior Member
Posts: 1494
Registered: 03-04 |
1. I would remove the two unusable doors; sectors 227 and 251. They seemed out of place in a map that tries to stay reasonably faithful to ID's maps.
2. Along those lines, I would replace the bars in sector 177 with a window.
3. Consider trying to add a window of some sort between sectors 58 and 254. So the player might have some idea that the east door opens.
4. It might be more iconic and aesthetically pleasing to have the bridge to the secret exit area be straight and connect to linedef 114 instead of 965.
5. Consider removing sector 4 and putting the start room there? Or move the secret exit entrance there; the point being sector 4 is far more visible from the start than sector 202.
6. Sector 173; I thought that I had missed a secret and I could get there. Consider maybe moving secret sector 85 to there?
7. Consider changing the trigger on line 762 to a switch on line 872 and making the passage up there into a secret door, to catch the eye of eagle eyed players?
8. The Blue Key pens were very ineffective due to the small sizes and locations. Consider moving them both around nearer the lifts and adding windows on lines 544 and 546, so they can see the player in advance of going back up the lifts.
9. Consider putting the Blue Key on a lowering platform instead of having the bars?
Last edited by Vermil on 01-31-13 at 16:15
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