RjY
anARCHy
Posts: 802
Registered: 05-02 |
When I saw today that you said you were going to release this wad (I thought it was still alpha and being worked on) I figured I should run through it again and bring some things to your attention.
Disclaimer: I am only a tester, offering advice. Feel free to heed or ignore it as you see fit. You can't please everyone.
map01:
- On my most recent test run, two chaingunners didn't teleport in. This is a general problem with monster teleporters which try to throw a sleeping monster over a teleport linedef by using conveyor floors. If the destination point is occupied, the monster won't teleport, and as it's not awake it won't ever try again. I wish people wouldn't use conveyor belt teleporters. They invariably break, maybe not the first or second time you do a test run of the map, but eventually, they will break.
- If you pick up the blue key too quickly before killing all the monsters released behind you the doors slam shut again and can lock them out from the rest of the level. I suggest making linedef 2053 repeatable.
- Linedefs 810, 811, 812, 813, 826, 827, 828, 829, 830, 831, 832, and 833 all have the two-sided flag set, but no second sidedef.
map03:
- This one is a joke, right? Are you meant to be able to max it?
- Linedefs 24, 526, 538, 539, and 544 all have the two-sided flag set, but no second sidedef.
map05:
- The monster teleporter that feeds the oval section in the south-east of the map could be improved. I usually get one or two hellknights who somehow manage to bypass all the teleporter lines and wander up and down the front section of the holding area, with the result that they take ages to teleport out.
map06:
- The imp teleporter that goes off when you pick up the plasma gun takes absolutely ages to fully empty itself. You can have cleared out the rest of the level and the wretched things are still slowly teleporting in. It's a very poor design for a holding area.
map10:
- The linedef in the cage that starts lowering sector 230 seems very easy to miss
- Looking out of the bottom of the waterfall results in HOM. To be specific, when looking from sectors 541, 545, and 556, into sector 566, and looking from sectors 540, 550, and 551, into sector 528. I have no idea why. The linedefs' sector references aren't obviously broken. It might be an infelicity of Boom's deep water rendering.
- There is a bit of flat bleeding visible as you ascend the stairs northward from sector 855. This is a nodebuilding error - it went away when I rebuilt the map with bsp5.1.
map11:
- This map needs a node rebuild. There is an infinitely thin "hole" in sector 321 that some of the imps up there fall into.
map13:
- The exit only needs three keys - is this intended? It looks like it needs six.
- A lot of the monsters in the northern holding area kind of wander off it and basically will never teleport out. It seems broken. You'd be waiting forever if you were going for 100% kills.
map14:
- As with map01 there are some archviles in a conveyor belt teleporter that didn't teleport on my last test run. There might be more of this kind of bug, everywhere where a conveyor belt teleporter has been used. I recommend against them.
map15:
- Not sure if this is a bug, but the archvile guarding the blue key can immediately run off its platform, but those guarding the other two keys stay in place - is this intentional?
- 72 cyberdemons all released at once into the central area seems a bit excessive frankly. Killing them all was very repetitive. Has anyone managed to 100% this map?
- Also, cleaning up remaining monsters is tedious, a lot of the ones on the central pyramid are incredibly annoying to shoot due to range and height. It seems like you need mouselook.
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