The Green Herring
Community Chest 4 Leader

Posts: 1140
Registered: 05-07 |
Well, here are my reports for the first six maps, in the same format as last time. The source port I used was PrBoom+ 2.5.0.3 -complevel 9 (Boom.exe compatibility).
MAP01: Poliganoy -
* 100% Kills possible: Yes
* 100% Items possible: Yes
* 100% Secrets possible: Yes
* Completable from pistol start: Yes
* Fits within 1024×1024: Yes
* Two problems with the imps in the southwest of this level:- They're too far away to have any effect on the fighting inside the building. In fact, the only reason I noticed and killed them was because I killed everything else in the map, reached the exit, and noticed there were still four monsters left.
- The lowest imp cannot be attacked if you're standing right up against the western window.
* There is a rather obviously misaligned texture when you activate the crate elevators to the red key. spoiler - highlight to read:
* The secret area in this level is rather painfully obvious. Maybe this was intentional; if you fail to notice it before hitting the switch, it becomes unreachable.
MAP02: Corrosion -
* 100% Kills possible: Yes
* 100% Items possible: Yes
* 100% Secrets possible: Yes
* Completable from pistol start: Yes
* Fits within 1024×1024: Yes (912×1024, to be precise)
* Harder than the previous level due to the general lack of health pickups. Fortunately, this isn't like E4M1. :p
* The texture on linedef 1037 does not move with the wall when it lowers. spoiler - highlight to read:
* Your reward for finding the secret area? A single medikit. Granted, with the general lack of health in this level, you can probably call this a reward.
MAP03: Tekno1000 -
* 100% Kills possible: Yes
* 100% Items possible: Yes
* 100% Secrets possible: Yes
* Completable from pistol start: Yes
* Fits within 1024×1024: Yes
* The texturing makes me think of this level as Break the Chain II. ;)
* Where is the music in this level from?
* I accidentally ran past the shotgun in the imp ambush hallway the first time I played this. It's probably just me being a dolt, but yeah.
MAP04: 666 Feet Under -
* 100% Kills possible: Yes
* 100% Items possible: Yes
* 100% Secrets possible: Yes
* Completable from pistol start: Yes
* Fits within 1024×1024: Yes
* Is there a point to the cacodemon in the first room? You can run right past him and take out the last monsters in the level without him affecting you.
* The imp in the southwest of the level (thing 9) is potentially easy to miss, given how high up he is compared to the player and the darkness of the area. spoiler - highlight to read:
* Are you sure the secret area is really secret? I mean, it's an ordinary monster closet...
MAP05: Enough Space? -
* 100% Kills possible: Yes
* 100% Items possible: Yes
* 100% Secrets possible: Yes
* Completable from pistol start: Yes
* Fits within 1024×1024: Yes
* In Boom, the "space" effect still produces terrifying Hall of Mirrors effects.
* The Duke Nukem 3D Access/Locked graphic still doesn't make much sense as a repeatable door-opening switch.
* The barrel in the hole is still visible through the floor. It also still blocks your path when you run across the hall unless you're using a source port that lets you turn off "infinitely tall" actors.
spoiler - highlight to read:
* The backpack secret is still given away on the automap by being a different color than the other parts of the hallway. In addition, the secret lift-door's texture still does not move with the lift-door when it opens, the ceiling texture of the door still sticks out like a sore thumb, and the floor texture of the door still does not blend in with the alcove. Perhaps FMTSQN04 for both the ceiling and floor of that sector (sector 421) would look better.
* Why, yes, there's a theme to this report; why do you ask?
* That said, the hazard-striped railings are smaller than I remember them being, although it's still easy to get stuck on them.
* There's also what looks like a misaligned texture in the yellow key room.
MAP06: Severed Survival -
* 100% Kills possible: No (see comments)
* 100% Items possible: Yes
* 100% Secrets possible: Yes
* Completable from pistol start: Yes
* Fits within 1024×1024: Yes
* 100% Kills is impossible on this level, because an arch-vile meant to teleport into the level (thing 223) never does. There's a door that opens to release him, and a lot of teleport lines in his little room, so what happened? As it turns out, the floor underneath the arch-vile lowers, but not that of the door, leaving him stranded in his storage sector, unable to move. This can be fixed by making the sector under the arch-vile a new, untagged sector; in DB2, you can enter "Make Sector" mode and click on the room he's in to make it a new sector.
* Where is the music in this level from? spoiler - highlight to read:
* The secret area is given away on the automap by being a different color than the rest of the wall. Given that it's not marked in any other way, however, maybe this was intentional.
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- The Green Herring
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