ArmouredBlood
Senior Member

Posts: 1687
Registered: 05-09 |
Interesting. The best thing about this is the music. Then I think MAP02 is about the best gameplay wise. MAP03 is definitely the worst, as with all the hitscanners you can barely get out with 30-40 health since there's only 1, ONE, armor bonus in the whole level, at least until you get into at least 2 nukage patches that will kill you if the monsters don't, many of whom are still hitscanners. Basically give the player more armor and health or remove some hitscanners, even the best speedrunners will get slaughtered by 20 former humans with no armor while running through nukage.
Another thing to think is that some ports have infinitely tall actors; unless you intend to map for ports that don't have this, keep this in mind, as you use quite a few pits that would be very hard to fall into without getting surrounded. A good solution is to make the monsters in the pit deaf then let them sight the player when he falls in.
And now we get to the texture alignment and choices. The new textures were okay, I particularly liked the floor one in the first map as it reminds me of Halflife 2's grimy bone pile slippery slides which works quite well there. You should work on texture alignment though, and using lower unpeggeds to make uneven floor heights look better, especially on the sides of stairs.
Something to think about is how bare the maps are. Don't get me wrong, doom is mostly gameplay, I think there are very few graphics whores left in the doom community. But that doesn't mean you can't spice the level up a bit, add a few alcoves, some light sources, a few dead players. The stone pillars with hearts on them in alcoves in the beginning of MAP03 is exactly the kind of decorating your map could use.
Overall good layouts and music, but the thing usage, sector effects, and texturing could use some work.
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