Ismaele
Member

Posts: 352
Registered: 09-04 |
Here is my feedback about the last levels of Episode 1 of the "Heretic - Treasure Chest" project.
E1M8:
Gameplay: Simple map based mostly on search of keys and not so much action, apart from the finale: I mean that pace is quite slow, maybe a bit too slow to be the final map of E1. I would have expected something more epic! Moreover ammo is very tight at the beginning: fighting all those Gargoyles with just the magic wand is already annoying; fighting them with the staff (no, not the Hellstaff!) is even more annoying! Fortunately enough ammo is scattered throughout the map, though you'd better leave some monsters (like the sniping Undead Warrior on the roofs) alive at the beginning, to save ammo for "real fights" during your exploration of the level. I know that, once the whole project is complete, this map will be played in sequence with the previous levels an you will have lot of ammo since the beginning, but some players like playing every level from scratch, so I think that the author should balance ammo much better! I'd also balance health a bit better, because few times I wandered seriously injured... though this is due to lack of ammo too.
Graphics: Though I don't think that a level set in a sort of town can be a good final map for E1, layout and architecture are pretty nice, with some fine details. I couldn't find any serious error!
To the project leader: think seriously over the possibility to re-arrange maps in a different order or ask authors to make maps that fit their slots... if you want a coherent .WAD! If the project is meant to be just a collection of Heretic maps, then there's no problem!
E1M9:
Gameplay: Nice map with fast-paced action and few simple puzzles to vary the classical hunt for keys. Ammo balance is good and I liked the gauntlets at the start; health was never a problem; monster placement is good. To sum up: very good level as for gameplay and difficulty.
Graphics: Odd, but nice theme... actually there is not a definite theme, but I liked how the map looks, thanks to combinations of flat and textures and good-looking colour schemes; lighting is painstaking and adds a fine touch to the ambience. I noticed only one flaw in the "blue room" where the switch, that opens the bars to the exit door, is: opposite to that swtich there is a sky texture, that looks out of place!
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Ismaele... the vanguard of "Outpost of DooM 2": http://www.webalice.it/sposito.lag
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