40oz
And who knows, maybe I'm wrong. But that's extremely unlikely because I'm always right.

Posts: 4850
Registered: 08-07 |
Krispavera said:
I'm always looking to improve, so don't be afraid to get ugly with your criticism.
Good. I got some things to say.
Some big things I want to make a note of
Ammo/Weapon Balance:
In the starting room, you get a chaingun, and all subsequent ammo after that is shotgun shells. Until you get past a baron and hell knight, you are rewarded with one box of bullets. The only ways past these monsters are if you are able to round up everything close together so you can murder them all with splash damage from the rocketlauncher, you can try to skip everything until you get to the shotgun guys, or you can find that super shotgun secret. The secrets not hard to find (Or at least I don't think so, I managed to find it accidentally.) but you should note that you shouldn't be required to find a secret in order to have a remotely fair advantage.
I suggest you either turn these shotgun shell boxes into bullet boxes, or the chaingun into a regular shotgun. I prefer the former. Chainguns are underrated.
Also, less than halfway into the map, I felt as though there was too much ammo. Maybe you should go around turning shellboxes into four shells, and bullet boxes into ammo clips. I'm weird. I like just enough ammo situations way more than being overstocked.
Details/Layout:
Thank you for keeping your details from obstructing player movement. One quirk I had though was with this hallway. Having to fight all those arachnatrons through this was really annoying. I'm not really sure what you can do. I guess your options are make a quick running route into that area (use block monster lines to keep the arachnatrons from blocking your path) Widen that hallway so I don't have to keep running downstairs to dodge plasma, or make an alternate entrance.
Some of your areas could use impassible lines so this or this doesn't happen. The player can't fit through those areas but dead bodies certainly can.
Also I like your use of the stretched faces texture for this little number here, but I suggest you make that face operate as a switch because currently there is no way out of that berserk secret. Once you are in you aren't getting out.
One more nitpicky thing: I don't know if you intended for this but that lion looks a little outnumbered.
I haven't yet played the original map yet, but everything that was said is for perfection purposes. I really do like your map alot aside from the weapon/ammo balance issues.
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