The Green Herring
Community Chest 4 Leader

Posts: 916
Registered: 05-07 |
Well, I have reports for MAP31 and MAP32 ready, as well as MAP16-20. Sorry it took so long; school's been taking up much of my time lately. Before I show 'em, though, here's a much-belated reply: walter confalonieri said:
@THG: Why do you think about "Little Doomsday" instead of "Doomchan"? It fixes well with map itself and with title (since means literally little doom)
Maybe you, man, you're not a goddamn weeaboo like me and jodwin, oh BTW...
That's the problem right there. Not only will 99.9% of the Doom community never get the reference, but even if they did, it still wouldn't be funny. "Doomchan" sounds stupid at worst and annoying at best. Anyway, "Little Doomsday" sounds better, but awkward. If I could choose a name, I'd take "A Minor Doomsday". It implies something being smaller, and (to me, at least) it sounds funny.
(BTW, it's spelled "TGH," although "THG" would be grammatically correct if it were Italian.)
Anyway, on with the reports. Same port and -complevel as before, only I'm using PrBoom+ 2.5.0.4. (I used it in my previous reports, too, but I don't think I mentioned it.)
MAP31: Somewhere That's Green
PMed to Jodwin, as per his suggestion, to avoid spoiling a secret level. Let's just say there's a huge list of things to point out.
MAP32: Proceed With Caution
PMed to Jodwin, as per his suggestion, to avoid spoiling a secret level.
MAP16: End of the Line
* 100% Kills possible: Yes
* 100% Items possible: Yes
* 100% Secrets possible: Yes
* Completable from pistol start: Yes
* Fits within 1024×1024: Yes
* What is the music on this level?
* Obstructive detail. It's not as bad as on earlier maps, but it's still bad.
* The first wide door opens and closes at different speeds depending on which switch you flip.
* It's possible to activate the switch at the yellow key section before the wall in front of it has finished lowering.
* Also, the imps inside the room appear to be glued together. They won't move until one of them dies.
* Neither one of the doortracks in the door to the blue key has lower unpegging applied, causing the doortracks to move with the door.
* The monster teleporters can be a little slow.
MAP17: Dismalady
* 100% Kills possible: Yes
* 100% Items possible: Yes
* 100% Secrets possible: Yes
* Completable from pistol start: Yes
* Fits within 1024×1024: Yes
* Punny title.
* Another non-moody level with a moody track that sounds out of place. Not only that, it's an overused moody track. Find something else!
* Some obstructive detail.
* The elevator switch just after the red key door, at linedef 1357, is one map unit out of alignment. Yes, I am picky about these things.
* Snakes has already pointed out how silly the blue key pillar looks after it sinks, and has even provided a picture, so I won't have to describe it in detail. Please use linedef type 159 instead of type 23, so that the pillar changes its flat when it sinks.
spoiler - highlight to read:
* Please get rid of the bronze, iron fence in front of the plasma rifle secret. Being able to walk through it makes it look like the Doomguy is a ghost.
MAP18: Graytechindustries
* 100% Kills possible: Yes
* 100% Items possible: Yes
* 100% Secrets possible: Yes
* Completable from pistol start: Yes
* Fits within 1024×1024: Yes (Technically, it's 1024×960)
* What is the music on this level?
* The original title of this level was "Graytech Industries." Why is it all one word now? It looks a lot better as two words.
* Rather short level for this late in the WAD. ;)
* Door textures on an elevator? ;p
* What's that lone rocket doing in the exit room when there's nothing on the level to fire it with? Just wondering...
spoiler - highlight to read:
* The barons at the end appear to serve no purpose other than to make you spend more time to get 100% Kills. They don't even stop you from reaching the exit switch...
* The secret door is given away on the automap by being a different color than the rest of the wall. Give linedef 440 the Secret flag to prevent this.
MAP19: Complex4k, set to Fear Factory's "Demanufacture" as played by a drummer and three squirrels on piano
* 100% Kills possible: Yes
* 100% Items possible: Yes
* 100% Secrets possible: Yes
* Completable from pistol start: Yes
* Fits within 1024×1024: Yes
* Nice mangling of the UAC letters to make the word "MINING." ;)
* More obstructive detail and slow monster teleports. This seems to be a recurring habit of the authors (or at least one of them.)
* The switch that opens the exit not only can be activated through the wall, but in spite of the keycard switch being used, you don't even need a key to do it. On top of that, the bars that lower in front of the exit switch don't really block you from reaching the exit switch at all. Click here for a demonstration (PrBoom+ 2.5.0.4, -complevel 9.)
* There are a lot of slime trails in the yellow key room.
spoiler - highlight to read:
* The switch that opens the medikit secret is given away by the fact that it appears on the automap. Flag each of its linedefs as "Hidden" to prevent this.
* Parallel to the red key is a small room with a medikit. I spent a lot of time trying to figure out how to get in there before giving up. As it turns out, it seems that you're supposed to shoot the wall behind the chaingunner to open access to it. Problem is, neither the linedef (1686) nor its sector (sector 497) have a tag number assigned to them, meaning the door never works and the medikit is unreachable. Give them both a new tag number (one for both of them) to fix this. Also, was this meant to be a secret? It's not flagged as one...
MAP20: Calypso Station, set to Metallica's "Battery"
* 100% Kills possible: Yes
* 100% Items possible: Yes
* 100% Secrets possible: Yes
* Completable from pistol start: Yes
* Fits within 1024×1024: Yes
* If only one of the hell knights is awakened, and opens the door, the other hell knight will prevent the door from opening with his head until he awakens.
* The COMPSPAN panels in the room after the red key door are badly misaligned. In fact, misaligned panels and tiles are a common sight in this level.
* Of course, this doesn't mean the room at the bottom of the shaft is safe from misaligned textures, either.
* If there is a switch which is not damaged in any way, the implication is that the switch will do something. Ergo, it's rather odd for the switch on linedef 446 to do nothing at all, not even respond to input. Try adding some detailing to show that it's damaged.
* Using a split-door texture on a door that only opens upwards is a very bad idea.
* Painfully slow monster teleporter. Also, it's really, really silly for all of the monsters to be teleporting silently in plain view. Try using regular teleport linedefs instead.
spoiler - highlight to read:
* All of the secret doors are given away by the fact that they're a different color from the rest of the wall. Please flag their linedefs as Secret to prevent this.
* Two of the secret items in sector 149 can be grabbed through the wall by accident, via backing into the wall opposite the blue key.
* There's a super-secret area accessible by an elevator, activated by a switch revealed by pressing a panel which stretches past the ceiling. Up there is a buttload of cells, and a megasphere. However, neither the elevator or the room are flagged as secret, even though 100% Items requires you to get the megasphere. Why is this?
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- The Green Herring
Last edited by The Green Herring on 10-22-09 at 07:03
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