hardcore_gamer
Fáviti Member

Posts: 1642
Registered: 03-07 |
dutch devil said:
Not to be mean, but this doesn't look like something I would like to play. From what I could see in the screens and videos is that it is too dark, I could hardly see an damn thing. The map appears to be very flat with little height difference. Architecture is boring, nothing really stands out. It somehow reminded me to Wolfenstein, only more detailed. Don't get me wrong, I have been mapping for quite a while now. And I've developed an certain degree of knowledge of which things make an map really good or mediocre. I'm sure an certain group of people would enjoy playing it though, but I will probably be not one of them.
I know that height difference may not be all over the place in the videos I posted but that doesn't mean its not there, there are plenty of areas with height difference, but only when its actually relevant to the gameplay. My mapping style has always been more about creating fun yet not to complicated layouts rather then super non-linear areas that have large amounts of height difference just for the sake of looking good, my mapping style is more straight forward. I will admit that it is something not everybody including you aren't all that fond of but its just the way I map. So far a number of playtesters have told me the map was fine (besides a few texture issues) so I intend to stick with my current mapping style.
As for the darkness, yea that is something I am still working on so don't expect everything to be extremely dark in the finished version of the map.
Your feedback is still appreciated however :)
Aldaraia said:
I'm looking forward to this wad, I am head over heels for giant levels with long gameplay times. Darkness, can make or break a level, but I'm confident. I figure this will be a wad that's best played at nighttime. :)
How linear is it going to be? Hopefully it has a linear progression from tech-base to Hell, with sequences of non-linear sections with interesting puzzles. I also happen to agree with Dutch Devil's criticism of lack of raising/descending sections throughout the level. Use it to your advantage!
Good luck!
Their are areas that are linear, but there are also areas that aren't all that linear and give the player the option to take on different areas in whatever sequence/row that he wants to. There are also plenty of areas that the player doesn't actually have to explore, but can benefit from doing so.
Their are also a some puzzles, so its not just run and gun (though it is mostly :) )
As for the progression from tech-base to Hell, the hell areas will not just suddenly appear out of thin air. By the time you find yourself in hell then you will already have expected it. In addition to the teach and hell themes, I am also thinking about adding a third snow theme that takes place outside of the base (it is located on the North Pole, remember?).
This is basically what I am thinking:
1. Player starts in the base. (Done!)
2. Player enters a area of the base begin transformed by hell. (Done!)
3. Player enters a teleporter that is located in the hellish tech area that takes him to hell. (Done!)
4. Player is in a hell area. (Allot of stuff has been made. In progress).
5. Player finds demonic teleporter that takes him back to Earth, but instead of reappearing back inside the base he appears outside it, and thus the player finds himself in a snow/cave area.
6. Player finds his way to a small outpost that teleports him back to the base that is now even more demonically possessed.
7. Player fights his way through the demonically possessed base and then finds the main teleporter that takes him to hell again.
8. Player fights a epic boss battle with a new boss enemy.
9. The boss is defeated and the level ends, then a intermission text screen appear and informs the player of the results of his work while the PSX Doom theme songs plays in the background.
Thoughts?
Last edited by hardcore_gamer on 03-14-10 at 01:20
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