D_GARG
Forum Regular

Posts: 739
Registered: 12-09 |
Hellbent said:
The last room in E1M6 is very difficult, even if you have the chaingun. You could handicap the chaingun, make it only shoot 10 or 20 bullets at a time, at which point the player automatically reloads it. But I don't think that's a very good suggestion. I say get creative with monster placement and reduce the amount of chaingun ammo in the map.
EDIT: I played your v05.wad. I liked the chnges for the most part. I think the manner in which you added barrels needs more tack and less whack. As Jaimie pointed out, you need to work on texture alignment and usage so that your additions look professional. The floor that comes down in e1m1 doesn't match the adjacent floor for instance, but there are many other things that need improvement as well.
I couldn't find the added secret on e1m2. The added areas to the maze area were okay, but some kind of monster placement surprise would have been good. I liked the damage to the ceiling you had in that area where you can see the gray gravel texture, although you should make it so it doesn't cut through the light textures (again, doesn't look right). The lift to get off the computer panels where the green armor doesn't quite seem right--only the computer panels holding the green armor should lower, not all the computer panels, but that whole secret area was cool.
Your additions and changes don't make the episode harder; if anything they make it easier, especially the added barrels. Not sure I like your weapon removals either (the cg and rl that Jaimie pointed out). I did like the changes you made to the secret level. I died at the barrel switch because you sneakily added an imp! I shot the barrels like a tool, hoping I'd be able to get out of the way and the imp would die--but I didn't manage and we both died.
Why did you remove the specters at the beginning of E1M3?? You say you removed the chaingun because it makes it too easy, but then you remove the specters because, presumably, they are too hard?? Or did you remove them for another reason?
The imps in the left indent on e1m3 were stuck and not moving, even though you made the indent deeper.
Try to use combinations of monsters to make it harder. For instance, the cacodemon in the RL secret on e1m3 didn't offer much challenge. Put a lost soul with him and it'll be more challenging. All the shotgun guys in the main corridor of e1m3 weren't challenging either.
The steps with the health potions was kinda goofy. It would be more interesting if you made a switch somewhere else that raises steps for the platform and the steps to get out of the muck.
Not sure why pressing on the doortrak exits the level??? I presumed you had done that barrier so that you cannot just jump the chasm to exit (which I did).
Keep working on it. It has potential.
lots of good stuff i hear ^^
well, there are many funny glitches, some are there for reason ( but most do not) i removed the specters from E1M3 start beacuse i never liked the way they always kill you if you do not get shotgun in the map before (E1M2) so instead i put sneaky snipers and so on on most places. the barrier on entry to E1M9 is to fool the player, to let him rush and BOOM you or shotguner blows the barrels to your death.
if i add chaingun to E1m2, then i must make other new weapons more powerfull in different ways. and ammo must be reomved, yes :D .
good to hear you looked it through :)
please look through new version release
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