StoneFrog
Member

Posts: 276
Registered: 06-08 |
I agree with Phml. The map definitely has had a fair bit of detail and attention placed into its design, but it basically suffers from something many early maps (unfortunately, my own included). It's just too linear, really - the map is fun, but the entire premise is effectively "keep moving forward, kill the occasional enemy, get to the exit".
You state that you used E1M1 as inspiration. That's great, many Doomers have fond memories of that map, but I wouldn't say it's the best source of reference. Being the first map in the game, it's effectively walk-through in design, in that there's little there to surprise you.
The level feels very static, with next to no ambushes or lifts or anything of the sort. Now, perhaps we're all just spoiled by the scripting abilities of ZDoom and even the editing features added by Boom, but the entire flow of the map just seems predictable.
You seem to do what I do - strive for realism and small details, looking at your map room by room as you go on. The texture usage is a bit random (I can't advise using the green marble walls with tech elements), and most of the action is confined to specific areas.
Don't take this the wrong way. Your texture usage and item placement seems much better than many other early maps, and there are some people who enjoy more straightforward play. I would consider looking at Plutonia 2 as an example of the more open-ended, vulnerable, "massacre" style gameplay many people seem to prefer.
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