Kristian Ronge
Senior Member

Posts: 1833
Registered: 11-03 |
CtrlAltDestroy said:
The "textures all over the place" was completely intentional. The original storyline was that you're trapped in a nightmare and you see various memories all over the place.
That's *one* way of putting it... ;-P
But I did try to give each room its' own seperate theme. But what are these texture misalignments you speak of? I thought I got them all out.
Look, I'm going to be as honest as I can. Much of this level made my eyes bleed. It was more or less completely dark for large portions of the map, and when you got to see anything it could very well be a cyber's rocket in your face or small sections opening up revealing hidden monsters pouring out. And, the map changes theme, sometimes subtly, and sometimes not subtly at all, every 5 sectors which is *never* a good thing - intended or not. Some areas looked detailed enough while others were bland.
Your map reminds me, in a way, of Avatar's "Kinetics" (Memento Mori map 12). This is not a good thing. That map had many similar problems (although in a smaller scale) that were common around 1995: Wierd progression where the player through trial-and-error has to figure out where to go next to push a switch or cross a linedef - or teleporting the player to god-knows-where*, strange texturing (including strange door texturing with repeating doors), awkward lighting (some areas are completely dark, some are a mish-mash of brightly lit and very dark sectors), ...
You even put in a boss shooter!? Ugh. That hurt. :-)
* EDIT = I feel I need to clarify this a bit. I consider it *rude* to teleport the player to some random location when there's no clearly marked teleport. If you are scouting out an area and happen to pass over a linedef close to a wall or corner and you're instantly teleported to a different room entirely... that ticks me off. Unmarked teleporting lines should IMO be used solely for monsters only. Also, when there's a new section of the map that will open up only when the player has left for some other room and there activated a switch or passed over some linedef, then the entrance to this section (which will open up when the linedef is passed or switch is pressed) must be marked, otherwise the player won't know he's supposed to look back in that little nook in the room he just went through. He is therefore left to randomly check every room of the entire map to see what just opened up. You managed to avoid these problems most of the time, but there was one time or another where this was the case.
Don't take this the wrong way; I sound a bit cynical because I've seen so many WADs - probably in the thousands - and have come to expect, and like, different types of maps. This type of map just isn't to my taste, I'm afraid.
Let's focus instead on the good points: The individual areas where you have spent more time with detail look good, for the most part. The monster selection is also mostly good, with a balanced array of cannon fodder being thrown at you.. It rarely gets "impossibly" hard. This is an area where you excel; the gameplay, when it wasn't interrupted by the wierd texturing, layout, and progression, was entertaining. You have an eye for what makes killing monsters fun.
Please don't be put off by my comments, because hey, what do I know, right? ;-)
It seems some people did like it. I'd love to see you do more maps.. because you obviously have what it takes to make *really* good maps gameplay-wise. perhaps next time do something a bit less "unique", please? :-)
Last edited by Kristian Ronge on 02-23-04 at 17:14
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