Kyka
Loser

Posts: 1846
Registered: 06-08 |
So I was playing the original Claustrophobia1024 to see what sort of quality we should be going for, and i found no less than 5 levels which I had never seen before. 5 Levels. That is a lot, given i was one of the playtesters for the original claus. Mek must have made a lot of last minute changes!! Also obviously, I never played the final release until now. Well after its release I mean. Anyway, on with the playtesting. 0_o
MAP 19 (Complex4k by Kingkill33 and yours truly.)
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This version of the map has changed in places, which was why I was confused at some of the other testers comments. But now I see what they mean.
ARCHITECTURE:
-Remove action/sector tag from linedef 1686 completely. and then give sector 497 sector tag 15, the same as the other door nearby, sector 254. This will remove the problems mentioned by Hawkwind and TGH, as well as making this area much easier for the player to notice that these doors are now open. If you do this, you will have to make the chaingunner in sector 400 face south instead of north.
-linedefs 1687 and 1695 should have their texture set to QKTRIM00, the same as linedefs 1286 and 1632 on the other side of the doorway.
-linedefs 1993 and 1865 need a slight aligning.
-linedefs 1931 and 1934 need aligning to match up with linedefs 1930 and 1331 (uber picky)
-linedefs 4607, 3049, 3157 should all be impassable.
-linedefs 6389, 6397, 6399 should all be impassable also.
-linedefs 3079, 3081 should also be impassable.
-sector 220 should be merged with sector 487, (so that sector 487 is the 'surviving' sector, which would perhaps fix the big snail trail bug that TGH pointed out in the mining room.
-The bars over the exit switch at sector 1200 are a bit pointless. Tho if you do leave them in, make sure to set the ceiling texture to QKFTRM03
-Sectors 1056, 1057, 1058, 1059, 1060, 1061, 1062, 1063, 1064, 1065, 1066, 1067 (All the light sectors in the final exit area) need their light levels increased by 16. If you look at the floor, you can see the outer 'ring' of light is darker than the main floor area, which looks kinda weird.
-linedefs 1049, 2050, 2977, 2978 need some aligning to better match the ceiling of sectors 488 and 326.
GAMEPLAY:
-as TGH pointed out, the switch at linedef 6229 can be hit through the crate. Man was i pissed when i read this. I spent forever getting that switch not to be hittable through the crate. Guess I didn't check the sides well enough. :( (I tried something like this just now and it worked ok, moving the switch away from the offending crate side tho, not leaving it in the center, if you know what I mean.)
-the cutoff pillars at sector 447, 449 and 451 make this room far harder than it used to be. I figure that whoever removed them did so to increase movement in that little room, but the trouble is, those pillars were there originally to give the player some cover from the 2 revenants that teleport in behind them. No pillars = no cover, which is likely to be a much more annoying situation than any annoyance the pillars themselves create. Perhaps you could just make the two side pillars full pillars again and leave the middle one raised off the ground. i am not sure, but to me having no cover is far worse than leaving these pillars in. Or, a simpler solution is to remove the four teleporting imps and just leave the two revenants, which is a much fairer fight without the pillars. Or two hell knights perhaps. But something needs to be done anyway.
-I seem to recall that the medikit secret at sector 1028 used to have a soul sphere in it instead of a medikit.. Perhaps this would be better, and would make it a much more worthwhile secret.
-Some more health in the room at sector 826 would be good, as everything that happens after this area is pretty brutal, as well as covering ground that has already been fought over, so not likely that much health will be elsewhere for the player to pick up.
-linedef 283 should be block monster, as otherwise the archvile at the end of the level just runs up the stairs to sector 36, rather than staying in the open area and raising all the corpses out there, which is what he is supposed to do. It makes a much better fight too.
Last edited by Kyka on 11-04-09 at 15:43
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