ArmouredBlood
Senior Member

Posts: 1674
Registered: 05-09 |
Pretty cool, I could definitely feel where each part of the map was structured off of, and that got easier the farther in I got. However a big part of any map is the music, ambient or otherwise, so I'd suggest finding something bioshocky to replace D_RUNNIN, or even have some of the other members with midi experience compose something for you.
Also, although the architecture roughly follows bioshock's and the texturing is probably the best you can expect of vanilla doom 2, there are some obvious misalignments and at least one door that needs a lower unpegged in the mostly finished areas, I think it's around where the big daddy on the pier-like bridges is. Another aesthetic thing is to put more things in the level; although I get the feeling most of bioshock is kind of abandoned and free run, this map feels like there was nothing there to begin with.
Gameplay, I tried this on UV and I had no problems, in fact I had plenty of health, especially with the multiple megaspheres for just 2 arch-viles and a cyberdemon, all of which I had the bfg for. The early parts are a little ammo lite though, consider putting some extra shells every so often in the first bit or switching some imps for sergeants.
Also the map felt very empty of enemies, which I can understand coming off bioshocks rather small-scale engagements, but doom guy can give a bit more of a beating while dodging things a lot easier. Doubling the imps and zombie numbers would make it more interesting, and parts like the blue key trap could be much more monster heavy. You've got a ton of real estate, use it.
A last bit on gameplay, remove the bfg on UV if you're fine with the current monster count. There is a trick with it that can kill cyberdemons in a little over 2 shots, and besides bfging lone cyberdemons isn't all that fun or interesting. 1shotting lone arch-viles isn't all that hard either. And another thing about the blue key trap is that the arch-vile is facing the wrong way and is probably deaf, making it very easy to bypass, tag block sound on the lines making the wall instead.
Finally be careful of things like this where the monster is in the wall. Also the blue key bars need to close MUCH faster, just reacting to them falling I got under the middle ones. Next in the bar above the wine cellars make sure to raise the ceiling so this wall isn't cut off by sky. You did it right earlier in the level I think you just hadn't gotten to that point in your second sweep. Another thing, when making closets monsters teleport in from make sure the lines of the sector are tagged hidden, it'll stop them from showing up on the map (which you really have to use in this map).
Well I think that's enough bashing of the bioshock designer's attempt at doom mapping ;P
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