ArmouredBlood
Senior Member

Posts: 1687
Registered: 05-09 |
Dunno what's up with the skies as it seems to be working in the old version of skulltag I use (.97r or something). The arch-vile in the passage is actually pretty easy to kill if you can race over to his teleport spot then release him into the tiny alcove and kill him before imps can get through the tunnels - which is actually a design flaw, and you may want to make his teleport much faster. Yeah I know you gave the floor all that time to lower atmospherically, but it's a bit of a gameplay problem present with the revenants rising up out of the water in the sewers too - I ran right over those revs at least twice, which usually resulted in an extra punch. making the floors raise instantly, and in the case of the arch, have it's floor 25 units ABOVE the other floor and lower into the other floor so it can teleport basically instantaneously, which defeats the possibility of the player getting over the teleport thing and trivializing the engagement. Which would make me happy if you added a berserk to it ;p
Anyway, finished the rest of what's there, and it looks very good, but I don't particularly like the cramped nature. That and often detailing gets in the way of dodging. The end puzzle is rather interesting but seems broken, as one pillar wouldn't raise (think it was the one to the left of the first rising pillar). If it'd be possible to widen parts of the map, and make certain detailing points like all the random rubble a little lower (24-height rubble that takes as much space as doomguy ~= a pile of rubble 1 1/2 ft. high that's in the shape of a computer tower. Little excessive), imo it'd make the map much more playable. Of course I favor slaughtermaps and the occasional run of games like fallout 3 and halflife 2, so I'm a bit biased.
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