Artillery
Junior Member

Posts: 129
Registered: 03-08 |
In gzdoom, it worked fine (unsurprisingly), but in some areas the "sky" effect turned out strange. For example, the blue key building, when looked from the outside (on that broken ledge), was cut off by the sky texture. It looked bad, and there are some better solutions for this available, you can, perhaps try with a teleport pad and make another courtyard instead somewhere on the map, to avoid this effect, or build the outer face of the building differently, because the inner part around the blue key looked pretty great.
It'll require some cleverness and some hastling, but it's possible to solve. It's always tricky to pull this effect off right, if you're not in zdoom, for you must give it a sense of real space. Unfortunately, the orginal doom engine isn't exactly geared towards this "end of the world" style, when I planned to incorporate this in my map, I needed to spend some time overthinking about the layout. And I'm still not sure how it'll turn out.
The gameplay was okay, though, a bit frustrating in some parts, esp. until you get the crossbow, but the essentials turned out fine. Anyway, it's a daring level that'll give split opinions, which is pretty cool.
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