Solarn
Member
Posts: 481
Registered: 09-08 |
ArmouredBlood said:
I hope you put a crusher on the invulnerability sphere in the giant room. It was just SCREAMING crusher at me and it didn't go :( A regular crusher on the invul sphere sector itself wouldn't do it justice though, has to be some crazy 4x4 crushers activated at different times to get the right feeling of worth for that invul sphere.
Anyway I think you can do a lot with that map, all those extra rooms with not much of a point to them can be strung together in a nice way. As good as the idea of a non-linear map is, doom's gameplay doesn't favor it much imo.
As far as detail goes, I'm thinking a lot tall windows to the outside and quite a few holes in the ceiling. A dark sky would really help the feel. Adding some metal or flesh textures would work well too, maybe some skin ones also. You might want to go more high tier enemies for that style though, there were too many non-chaingunner humies.
Now, for why I'm really posting: Got the map compatible in prboom! Here it is. I'd get some SS but I got to get to bed. At this point I'm pretty much out of things to detail unless I want to completely revamp the final staircase, I think everything else is good. Snarboo I checked the tags but only the lift has those tags, I'm not sure what you're hearing =/
EDIT: was gonna change the 4x4 crushers remark to '4 crushers per direction', but then thought, what the hell, 4x4 crushers would both be awesome to see a hundred in a sector that large and a ***** to get through if the timing is slightly off on the activation.
I just made it one big crusher (getting the timing right for hundreds of small crushers would be an impossible task for me), replaced the invulnerability sphere with the yellow key and put the sphere in one of the corner rooms. But I made the trap nasty in other ways. >:] In general, I got the most work done on that room. It had the most promise of all the rooms and I think I managed to do that justice.
Getting the wooden areas at the start to look good was horrible though. I didn't want to lose the wood textures because they gave the area a nice E3-ish feel, but that made aligning everything a bitch, even after subtly reshaping the room and the corridor below it.
Last edited by Solarn on 07-02-09 at 10:13
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