Snarboo
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Posts: 2068
Registered: 09-04 |
Cybershark said:
Did I miss something or isn't this Boom format - where you're stuck with the default translucency?
If Boom imposes a default translucency which can't be changed, then it needs to be the default. I'm not sure if MBF allows custom translucency, and since I allowed participants to use custom skies, sneaking it in shouldn't be too much of a problem. We'll see.
Edit:
I played the latest version of your map, AmouredBlood, and it's looking good! It could still use a few refinements:
- I feel the pillars on the star elevator should be rounded in the back instead of just flat. Also, instead of placing one in the center of the elevator wall, try doubling them and moving them to the edges instead. It's possible for the player to get hung on the pillar going in and out. Alternatively, you can widen the elevator wall instead.
- I love the new marble room near the start with the bloody cracks. One thing I would suggest here is to mark the detail lines as invisible on the minimap. It will look less cluttered that way. This is also good advice in general for details that are not necessary to be seen on Doom's minimap.
- The new details in the lava room look nice. The crate stack is fine, but instead of the odd star shaped sector, you could try lowering it down into the lava, putting the lava texture on the floor and making the sector self-referencing to create deep water. The doom wiki has an article and example map of this effect so you can practice instead of changing your map right away.
- In the room where you have to open doors with the hanging dude texture, you might want to change the hanging dudes to a wooden door texture. It looks odd opening a door that doesn't have a door texture, and some players might consider it a mandatory secret.
- The plasma gun secret in the caco chamber is marked multiple times.
- The door entering the cistern has the water texture as the floor in front of it.
- I can still scoot around the edge and grab the yellow key in the cistern. Try marking the edge line as impassable or add a railing.
- Perhaps the stairs in the center of the cistern should block monsters? The Baron looks weird climbing up them. However, this has no real effect on gameplay.
- Perhaps the doors for the spider ambush and the yellow key switch should open at the same time instead of one by one? The doors could also be thinner. To make them all open at the same time, you will need to merge the doors as one sector, remove the lines referencing the old doors, and mark a new line to open all the doors. If you merge multiple sectors, they will have to have the same height, ceiling and door textures.
- The baron ambush at the end is still a little brutal, but only because I rushed in there thinking I could take them. :p
Keep in mind these are only suggestions. If you feel any of my advice would negatively affect your map, you can ignore it. :)
Last edited by Snarboo on 06-30-09 at 15:03
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