Replaying that first segment is really a bore. And you have to play it at least 2 times since you didn't give away anything to hide behind when the AV's entered. The torches were really annoyingly blocking the stimpaks.
I did foresee that. Actually there were several setups for this area, but all of them were really boring, so eventually I landed on the one you see now since it's somewhat entertaining. I agree it's cruel and it may get really annoying to beat it time after time in case of failure, but get me right - my intention was to make this part something else rather than trivial 'run in circles and shoot stuff'. I think I succeeded in that department but sacrificed replayability.
Regarding AVs - sorry, but that's intentional. I guess the whole map could be annoying without prior knowledge, but I never meant it to be exactly easy (still, it varies in difficulty, I'm aware of that and that's the way I wanted it). You can run for cover without losing any health, but then you will also have to deal with resurrected revs, or, if you're healthy/risky enough, you may try to dispatch them right away. But yes, there is no immediate cover so this trap is dickish.
Torches and stimpacks... uh. Maybe, actually never had much of an issue with them.
But thanks for your input anyway, more things to think about.
- was it really necessary for the switch after getting PG (which released AVs) to release even more AVs?
I guess so... Well, I have to apologize for my sudden flashes of misanthropy that affect everything I do. Seems like danne felt them as well. Though if you think these AVs are too much of an issue - I can remove or replace them.
- the 4-way symmetric room with the cyb in the center: I felt I had little incentive to actually kill it.. I just hit switches and ran past. idk, would be nice if at some point you could get back out there (after doing the demon/rev stairs area maybe)
You can revisit the whole map after getting teleported back into the starting area. I'm actually okay with skipping fights (though of course I tried to make sure everything's killable), so if you feel like it - feel free to run.
- demon stairs: with enough initial PG ammo this one was kind of a snoozefest, rev/AV part was fun though.
Yep, I know. Kind of a breather shootout without much thought put into it. And you got it right - AV/rev setup is really what this area is intended for.
Immediately jumping into one of the pits and just circle-strafing seemed like an optimal strategy. The only focus then is taking out AVs in the middle while they infight with other stuff. The demon/cyb ledge didn't seem very necessary, past blocking your access to the next area I suppose. I'm not entirely sure what my complaint is, maybe just that such a high-monster count fight can be beaten easily by running around in a pit :p
I'm not exactly proud of that fight myself, a little awkward, but I like it the way it is. Then again you're right - it's all there just to impede player's progress for some time. Not the best motivation for a slaughter fight maybe, but still. And I actually like that touch added by bridge AVs.
- It's almost a long-running joke at this point to end a slaughtermap with a brick of AVs
Heh, yeah. Just something to prevent you from just running past. Again. They're not too much of a threat anyway since they're easily camped.
The "fake" ending, dear lord. I was like 98% sure that portal would be an exit, and abandoned any sense of ammo/health conservation, which you can imagine left me in a tight spot for the 3rd batch of AVs to plague that starting rev room -.- I guess with foreknowledge it wouldn't be too huge of a deal, but it's very dickish even by my standards :p
And that's what makes me proud, haha! Wasn't it beautiful?
Seriously though, it's far from that 'joke' in BK's Last cup of sorrow. But I wanted the ending to be slightly discouraging.
btw the map felt like a cross between Phml (heavy symmetry, orthogonal detailing with quake textures) and Krypto (rape rape rape rape rape, occasional weirdly shaped arena) mapping style, eenteresting :)
Well, heh, I actually think the same about it. It's so boring to make trivial and overtly 'clean' things...
Hope you liked it a little after all.
@ darkreaver: I'll be glad to hear some things from ya.
To all: thanks for your feedback, it's important for me. Don't get me wrong: if you think some things in here are too much - I still may figure something out regarding them. I only don't want to touch layout anymore because I already spent too much time toying with it.
Thanks for caring!