Do0minat0r
Loser

Posts: 161
Registered: 06-09 |
TheCupboard said:
Do0minat0r, I seriously wish I'd had you help me with the beta-testing. You've really helped out a lot with your feedback. I'm really itching at this point to update this wad. :( I'm seeing that I placed some ammo on the difficult maps (like 25) which never shows up because it has the wrong flags. Your points have all been taken into account. :)
Thanks, glad you appreciate my feedback. :)
Anyway, played Map14. It is an even more intense battle than Map08, but you once again have enough ammo and plenty of opportunity for infighting. With bullets of all kinds coming toward you at once, you really must keep moving at all costs and never stay still, and therefore this level really fits its title. And the idea of keeping Map14 visible from the start of Map15 was really cool. :)
EDIT: Played Map29. I found it fair throughout, no big problems with balance. But you once again require killing two Cybers with mainly weak weaponary and limited infight support. As I said before, you might want to consider giving some stronger ammunition to make the Cyber(s) battle more fun.
Anyway, that's all the hot spots you mentioned (besides the secret levels). I'll just make a quick note listing on how I think each map you mentioned, particularily regarding balance:
Map08: No real suggestions, good and fair fight map. Nice ending. :)
Map14: Same as Map08, this map really lives up to its name. :)
Map16: A bit more ammo, especially if you intend to make 100% kills doable (especially for the room with the falls, Revenants, and green Imps on the left and right). As I said, I had to just go ahead and simply avoid, not kill, all the monsters in that room besides the regular Imps at the bottom. The ammo's rather thight in the area leading up to that room too.
Map17: None, unless you intend to make the Cyberdemon killable (and allow 100% kills).
Map20: None, unless you intend to make the Cyber killable without using infighting (but it strongly looks like infighting was your intent here).
Map21: More strong ammo to make the Cybers at the end less tedious.
Map22: A little more ammo perhaps, so its not quite so unforgivingly tight.
Map23: Way more ammo and health, at least in the first half.
Map25: Way more ammo, at least in the area with the winged Barons and the tons of smaller monsters around it.
Map29: More strong ammo to make the Cybers at the beginning less tedious.
Additional suggestions: Don't make the player need to find the secret to lower the blue key on Map26. Put ending text after Map30 and don't wrap player back to Map01.
Still, assuming the other maps have no serious problems, I think this is a good megawad from what I've played of it so far. The first six maps, as I've already mentioned, were good, and I'm sure the other maps I haven't played (all besides the first six, 24, 26, 27, 30, and the non-secret ones you mentioned) are solid. And the funny plot is a nice twist. :) I'll note a suggested improvement if/when I find one, or you can choose to just consider my above suggestions and do the rerelease; it's your choice. But as I've said, I continue to think a rerelease would be appropriate, and happy you say you're itching to do one. But I'm also glad you appreciate my feedback and I hope you're willing to take my suggestions into accound. I'm happy to be able to feel like I'm helping you out. :)
Last edited by Do0minat0r on 08-02-09 at 18:54
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