Phml
Senior Member
Posts: 1823
Registered: 06-09 |
Earlier this morning, I had about ten minutes so gave it a quick go : here.
My first thoughts might seem overly negative, so let me insist that it is just my opinion and doesn't speak about the objective quality of the map in any way.
The start felt completely cheap (without mlook, with infinitely tall monsters), between all these things :
- Heights so high I can't see what's going on at first.
- Being instantly attacked from 360° without cover
- Hitscanners
- Lava
- Infinitely tall imps blocking my way down before I could see them, infinitely tall cacos blocking my way up without me being able to see them.
Some of these things together are alright, but all ? It makes the whole experience too luck-based for me. It can be argued hard starts aren't so bad because if you die, you don't lose a lot - and I agree with the reasoning ; however, the difficulty here was hard in a way that I felt was frustrating. It's not even *that* hard, I guess I could easily have a high success rate on this start, but the deaths here come in ways that are almost completely out of the player's control. It also played the same way everytime, that is I haven't been able to find a different tactic than just "rush straight, pick up the soulsphere, go up ASAP while getting medikits as needed and pray no infinitely tall thing block you".
I like the whole sinking into lava idea (in fact, thought about it myself for a long time) but I feel it could be executed better - floors start lowering too early IMHO (as soon as you move ? didn't look in DB2 but it felt that way). I believe it'd look better if it started lowering as soon as you step out of the lava onto the first solid ground. Not too big of a deal and probably more of a psychological effect than anything else - when stuff starts lowering while you're still up, everything lowers at once and it's less obvious than when you're down on the bottom and see the ground directly sinking into lava.
Trying to be a bit more constructive - what would I do with this if I had to make it entertaining for me ? Probably replacing all the hitscanners with imps (less infighting giving more of a challenge to climb up, and making it a more interesting ride racing against the lava, and no hitscanning to pick the doomguy apart), making floors lower only as soon as you step onto them like suggested in the above paragraph (between that and the imps, again you'd race against the lava, a vibe I didn't get with the current map as hitscanners were either dead or dying fast by the time I started my ascension), replace the cacos with revenants or even nothing, get rid of the imps on the very start area.
No opinion so far on the rest of the map as I didn't get far yet, though it looked better. I'll try further now and post later about it.
Last edited by Phml on 01-25-10 at 12:54
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