Hellbent
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Posts: 3775
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Macro11_1 said:
Oh yeah, no problem! And don't feel the need to apologize, because I was just telling you what I felt from my own play through, if you like close maps, that's cool.
The texture alignments are pretty easy to solve, just add a small sector near it and lower it or raise it to eat up part of the texture.(that or maybe I'm just not getting what you mean.)
The Arch-vile bothered me at the end cause the little **** killed me :(, goes to show that I suck at dooming :P
Also, I noticed what Jodwin said as well. Also you need to make it so monsters cannot open the yellow key door, because I nearly ran through there before finding the yellow key.(That or make sure the monsters are all deaf.)
You don't suck at dooming; I assume you mean the Arch-vile on the right side of the map (not the one near the exit door). He annoys me too. He's particularly hard because of the close quarters, the revenants and the fact that the damn pillars are so small it's hard to hide behind them. I could make the two pillars bigger to make it easier to block his attack, but I don't want them taking up anymore floor space. I have implemented skill levels now, which should make things a bit easier. I've kept both archviles in on all skill levels to keep the gameplay similar across all skill levels.
I like the gameplay dynamic where the monsters come through the yellow key door. Sure you can skip getting the yellow key, but you still have to hit the switch, so this doesn't really make it any easier for you. Not being able to control the door means you have limited control over whether you can get into the next room. It's still useful to get the key!
I think I've fixed all the texture alignments. I'll reupload after I playtest some minor tweaks.
I've also implemented co-op and deathmatch settings.
Last edited by Hellbent on 04-24-10 at 20:04
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