The Green Herring
Community Chest 4 Leader

Posts: 1140
Registered: 05-07 |
Fisk said:
@TheGreenHerring: The music from my map, Severed Survival (MAP06) is from the original 1024 Congestion. It was kind of a throwback. It appears in Job's map, which I think is one of the 20's, where you begin facing a Hitler picture.
Actually, in the beta copy of Claustrophobia 1024 2 that I have, the music on your level is completely different. Having extracted the music from the beta and looked inside of it, it's actually the theme of Stages 1 and 2 of Dr. Cossack's fortress from Mega Man 4. It can be found here (look under "Rockman Complete Works - Rockman 4 (Japan)".)
Anyway, here are my reports for MAP07-11 of this beta. I should also mention I'm playing all of these on Ultra-Violence difficulty.
MAP07: Into Hell
* 100% Kills possible: Yes
* 100% Items possible: Yes
* 100% Secrets possible: Yes (0 secrets)
* Completable from pistol start: Yes
* Fits within 1024×1024: Yes
* Some rather obstructive detail. Impassible lines should be added right at the edges of the fences around the level, for starters.
MAP08: Minimal House
* 100% Kills possible: Yes
* 100% Items possible: Yes
* 100% Secrets possible: Yes
* Completable from pistol start: Yes
* Fits within 1024×1024: Yes
* The title of this level sounds very, very awkward. A more adequate title for this level would be "Minuscule House." To explain: The word "minuscule" means "very small." The word "minimal" means "constituting a minimum" or "barely adequate or the least possible."
* Depending on where they're standing at the moment, the enemies in the streets outside the level can be too far away for autoaim to take effect, making them unreachable. Remember: The player's autoaim only has an effective range of around 1024 map units. They also have little effect on the battles inside the building.
* The switches in the elevator would look a lot better if they had metal borders around them, rather than just suddenly appearing in the middle of a grey wall.
* I managed to activate the elevator while the door is open, and accidentally escape from it in the middle of its ascent. Not only did this create a Hall of Mirrors effect, but it made the level impossible.
* The bridge that rises when you get the yellow key only works once. If you intend to go back to the start of the level when the bridge is already down, you can do a running jump from the elevator, but still, the bridge should be raised by a repeatable switch next to the yellow key instead of a single-use walkover line.
* The door to the bathroom (sector 284) is 8 map units under the floor.
* It's possible to jump into the picture in the room adjacent to the bathroom, which constitutes obstructive detail. Also, for some reason, you can jump into the windows in that room, but you can't jump all the way through them. The much more sensible way to handle this would be to assign the impassible flag to the window linedefs inside the room, not outside.
* The switch at linedef 2015 can be activated from below before you get to the blue key. If you do this before opening the way to the blue key, it will become impossible to escape from the blue key platform... and if you do this after opening the way there, it will be impossible to get to the blue key at all.
* For that matter, why is the blue key platform flagged as a secret area? It's required to finish the level, after all.
MAP09: Handful of Dread
* 100% Kills possible: Yes
* 100% Items possible: Yes
* 100% Secrets possible: Yes (0 secrets)
* Completable from pistol start: Yes
* Fits within 1024×1024: Yes
* Potentially obstructive detail in the passage to the cave before the red key, in the form of a monitor which does not have the impassible flag set.
* The Lost Souls in the northeast are rather pointless; they're behind a window with the impassible flag set, so they can never actually reach you.
* The yellow key switch does not make a sound in response to input. The switch could be made a single-use, switch-activated, open-only door instead of a manual one, with the switch (linedef 417) and its sector (sector 100) given a new tag (14, for example, in the level's current state.)
MAP10: Metallic Echo
* 100% Kills possible: Yes
* 100% Items possible: No (see comments)
* 100% Secrets possible: Yes
* Completable from pistol start: Yes
* Fits within 1024×1024: Yes
* Only 0% Items is possible, because there are no items in the level that are counted under this tally. Take a look at this list and look for the items marked with a percentage sign (%) to see what's counted in the Items tally.
* The monster teleporters can be rather slow. It would be better if these teleporters were pointed west at the level, instead of north or south, for west is where the monsters will be walking when they're able to move.
* The blue key switch does not make a sound in response to input. The switch could be made a single-use, switch-activated, open-only door instead of a manual one, with the switch (linedef 208) and its sector (sector 74) given a new tag (16, for example, in the level's current state.)
spoiler - highlight to read:
* The secret area is given away on the automap by being a different color than the rest of the wall. Flag the two linedefs on this door (linedefs 362 and 795) with the "Secret" flag to prevent this.
MAP11: Doomchan
* 100% Kills possible: Yes
* 100% Items possible: Yes
* 100% Secrets possible: Yes
* Completable from pistol start: Yes
* Fits within 1024×1024: Yes
* Please change the title of this level. It makes no sense in the context of the level, and unlike "Nova Scotia Robots," it sounds incredibly stupid.
* One of the window frames in the first STARTAN room is cut off.
* If you're going to make the player go through a narrow, damaging-floor staircase potentially blocked by a Hell Knight -- a monster whose close-range attack can deal up to 80% damage -- to get to the yellow key, at least have the courtesy to provide a radiation suit.
* Ridiculously obstructive detail in the COMPBLUE hallway, thanks to the gray pillars sticking out of the damn wall.
* Part of an otherwise unmapped corridor is visible on the automap.
* The textures on the white rock pillars at the start of the SP_HOT section of the level do not move with the pillars when they rise.
* When the first arch-vile appears, it's possible for him to follow you into the super shotgun room, whereupon you will have no cover from his attack at all.
* After grabbing the red key, you are attacked by revenants on the other side of the gap, on a small platform with no cover. Please note: Revenants fire homing projectiles.
spoiler - highlight to read:
* What opens access to the secret area? A button which is exactly two pixels wide and two pixels tall. Other than that aforementioned automap bug, how is anyone supposed to notice this without cheating?
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- The Green Herring
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