KiiiYiiiKiiiA
Senior Member

Posts: 1011
Registered: 04-11 |
Ragnor said:
I did finish map 1 again, and I noticed it was a lot easier. Expanded actually makes me use the chainsaw a lot more, probably because it now ALWAYS gibs. I never really used it at all before. spoiler - highlight to read:
Please re-add the old TNT logo on the room in the final room, where it did this cool trick where it faded away after you moved. Currently it just pops out of existence.. Also, please assign TNT's Last Call music track to this level in the final build, for obvious reasons
The tnt logo still just fades away for me. I do like the idea of using last call on the first map too, though I think we are going for all new music.
Aside from that, since I need to pistol start/idfa every map due to the ordering, I did a quick IDCLEV through. Here are some observations that may no longer be relevant
Another of the maps I played previously, you forgot to put the spawn point back at the beginning of the level, unless its now confirmed to start you behind a wall of monsters, by the exit, near a massive red key ambush :p
Ooops. Yeah I did fix that. All the other testers got the correct start, but I sent you a version with some 'fixes'. Forgot to remove that start though.
I see the other barbed wire textures are used on Map 11 now. Xaser will be happy. They do kind of fit in with the level more due to the rock everywhere, but the edges look odd. The bit where the tear in the wire was pretty hard to see before, one of the things I like about that refined wire (which could probably have those green bits darkened a little in places, to look more like the leaves most peaople see them as). I still cant get that backpack, the ledge seems even further away now. The archvile has indeed been uncheesed, no more foot sniping!
The backpack secret should be fine. I'll send you a new version of all the maps soon anyway. On the newest it is fine anyway. :)
One of the maps had a glaring ugly spot that should be refined, there was a random bloodfall in a pool of water. If this is to be done, please make it reminiscent of Habitat, where the liquids were made to fuse together for a cool looking effect.
Ummm. You might want to be a bit more specific than just 'one of the maps...' :P
I had fun with your Green Map (which I had entirely forgotten about. I was skipping through a through Hell levels, then suddenly a techbase, thought "wait, a techbase this far?" then noticed EVERYTHING was green. Major "Oh." moment), although I didnt get far. Found a few secrets already too. Also, im still calling it Terminus Veridian in my head :p
That map is probably gonna get redone to be more in hell style. If this proves to be too difficult, (read: if I can find the time) then it might get moved. I am playing with new themes for it atm.
Could you include a text file in future stating which maps are which, to make the level skipping less tedious?
I had done this, though I apparently forgot to include it for you. Sorry about that. Next one will have that.
Which E1 map is that screenshot from?
Currently in the map 08 slot, a map by Tango, which I am doing some finishing touches to.
lupinx-Kassman said:
I'm sorry I'm taking so long guys, but I will have this done before I start my next semester on the 14th. So here is a lonely shot, as well as another pic of the layout. Everything is a lot more connected now, but there is some more connectivity I want to add as well as some more personal testing before I send it out. I want this map to be a lot more non-linear than my usual fare =P.
[image]
..and the current layout:
[image]
Looks really good. Has this chaotic hellish thing going on which is pretty effective.
Tango said:
kyka is still a miracle worker. really happy with what you're doing to it bud
Wait until you see the spaceship.
Thanks heaps my man. Just fyi, it is finished now all except for difficulty settings. So in a few days, that will be another map done. I'll send it to you when it is done.
|