Phml
Senior Member
Posts: 1823
Registered: 06-09 |
Looking in DB2, most of your teleporting sectors seem pretty big. Personally, for anything that isn't a mancubus, arachnotron, spiderdemon or cyberdemon I just draw a 128x64 sector and split it in middle with a teleport line.
Edit : just tried the map, having never played Bioshock. The atmosphere was pretty cool, but the gameplay was, IMO, lacking. It felt like Eternal Doom, running miles to flip a switch/get a key and occasionally kill some monsters. I prefer my dooming the other way around - kill a bunch of monsters and then maybe look for a key in the middle of all the corpses. Nightmare doesn't appeal to me either in that map as there's lots of backtracking and not so much ammo.
That said, I did enjoy the map during the twenty minutes it took me to beat it, but there's nothing that makes me want to replay it (except maybe that I entered the exit with 30 monsters left that I never saw, save for those two revenants on top of the blue key door). That final part was rather anticlimatic, when I saw the romero head and a relatively large room, I expected something to happened.
I now look at the map again in DB2 and notice there's a cyberdemon in a teleporting sector that is supposed to trigger after the blue key (if I look at it right), yet I somehow never got to fight or even hear that cybie. Looking at its behavior with IDDTx2, it seems more than happy to just roam around in its cage but still eventually teleports, so not sure what happened here.
Anyway, part of my complaints are most likely inevitable for a demake of a modern game level. It's still a solid map and I would most likely rate it 4/5.
Last edited by Phml on 06-27-10 at 11:37
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