Phml
Senior Member
Posts: 1823
Registered: 06-09 |
TAS again, using savestates when I died - no other TAS features.
Times I died :
- ~24 minutes in against the cacodemons, I got cornered. Restarted at the ~22 minute mark.
- ~37 minutes in against the megasphere cybie in that marble lowering floor. Three times. I feel this cyberdemon was especially unfair, as there's not much room to move at all.
- ~38 minutes in against the lift cybie. Restarted six times ! Even more frustrating than the previous one. You can barely see it and there's no space to shoot it while avoiding rockets.
Great stuff I especially liked :
- I found the cybie/imp encounter very creative. Restraining room with impassable lines yet not putting walls so avoiding rockets is possible, and added pressure with the imps. Very smart.
- The archviles/shotgunguys encounter was quite nice as well, judicious use of height variation turns what might have been a straightforward fight into an interesting one.
- Going back to the previous areas, the new monsters were used well and fights still felt right with the architecture. Nothing seemed tacked on just to give something to do, that's good.
- The cybie tunnels can be played straight or like a coward. I choose the coward option, and am grateful there was one so I didn't die repeatedly like in that previous map with 128 wide corridors and cybies/revs. Well done.
- The underwater area. First time I've seen deep water that is actually fun, without that crappy slowing down movement. Nice.
- The final fight. It's at the level of difficulty I like, hard but not too hard, enough room to move yet still have to be aware of the surroundings.
- Blue armor in sector 670. Nice to run all the way there and have a little bonus as a reward.
Concerns :
- Looking in DB2, I noticed there's demons + mancubii on easy in the "cybie + imp" UV room, as compared to only mancubii on normal.
- Sector 884 (door) doesn't open.
- Right after that, while I obviously couldn't play the part, I'm thinking fighting cybies there might be a little tedious. There's not a whole lot of space, and dying after a half an hour map in two rockets isn't so fun. Shooting from below isn't much of an option as they've got ample cover. I think extending linedef 4881 to the left by 64 or maybe even just 32 pixels would make it more fun.
- The aformentioned cybies in megasphere marble and lift need to go, IMHO. Ok, maybe the marble one could stay, but the lift one should die a horrible, fiery death. Another option would be to keep both but replace the marble megasphere with an invul, that'd work for me.
- It can be tough to get back to the final part if you TP out while flying monsters are still alive, they tend to swarm and block sector 528 with their infinitelytallness. That part could use a little more space.
A+ map. Please turn it into A++. :)
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