Super Jamie
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Posts: 2664
Registered: 03-08 |
As an exercise in helping Nixot improve, how about we submit one or two improved versions of his initial design? Just an idea.
Edit: Ok, I sat down and made one.
http://www.megaupload.com/?d=87ETHWSC
I used a couple of ideas from your revision, I loved the three chaingunners in the blue room. I liked how because of the teleporting Demons, the Lost Souls started coming out of their passage early, so I have replicated this. I think usage of non-deaf monsters like this is great, it makes things happen in areas the player can't see or hasn't seen yet, and make a map seem alot more "alive" than just a bunch of traps and positioned Things.
I've added some basic detailing in your shotgun room. Now there's a little trap if the player jumps in the window too. I changed the secret there to a chainsaw, which is more suited to Demons. I didn't actually realise there were secrets in the map, I assumed the discoloration from misaligned textures was just a noob mistake.
I've spread the next Demons out, so two make the player move, then he goes to get the box of shells and two ambush him. But. He still has enough ammo from the previous shotgun shells, if he choses to edge around the corner conservatively. So no more pistol action, and the chainsaw would make this really fun!
I loved your three chaingunners, so I've put them in this, with a Demon to distract both them and you, which can be a blessing or a curse. There's a little bit of health to recover in there, and the armor in the pit was a good move.
The Hell Knights, I'm actually having more fun going BACK into the previous Demon area to dodge, as there's ample room without being too tight. If you want to know good dodging dimensions without making a warehouse, this is them for this situation.
I've also made the secret in the Baron room flicker, and changed the Invuln to a Megasphere. That probably makes the map too easy really. Maybe Blue Armor would have been a better choice.
You can see I've changed the next switch door, and stopped the player jumping up onto the slime. This allows for the previous Lost Soul / Sarge behavior I was talking about.
Also about this area, your roofs are very high and one misses alot of your cool scrolling detailing in a non-vertical-look port.
I made your slime puddles non-damaging, as it makes the Hell Knight dodging not very fun. I liked your revision idea of the health on a far platform here, so I've done that. Getting the goodies now lets the cacos loose (which is a bit of a "der I wonder if this is a trap or not" but anyway), and swapped the SSG and the key, and put the SSG on a platform with a switch so the player doesn't retreat and end up fighting a Hell Knight, 2 cacodemons AND an Archvile, which is a bit too much of shitstorm for the area.
Fighting the Archvile is both skill and luck in such a tight area. Instinctively you back away from him, but the best thing is actually to go toe-to-toe and wait until his attack starts then dodge around a corner. Repeat. If he runs into one of the rooms if you, try and break his attach with pain chance from the SSG, but if you can't get away quick enough then you can maybe last one hit, definitely not two.
The last Baron battle is again an exercise in finding the right area to dodge. If the player opens the Blue door then backs towards the exit, this is too small (though do-able). If the player goes back out to that first Demon area it gets alot easier.
You can see I've put the keys and first shotgun on platforms, to fill out the rooms and make the areas seem a bit more plausible than just items left in a corner on the floor.
Oh, and that custom texture doesn't work in PrBoom.
I did all this on UV, sorry if I've fucked up the other difficulties. I'm not really one to want to balance a map 3 times.
Last edited by Super Jamie on 07-18-09 at 03:12
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