Katamori
Forum Staple

Posts: 2021
Registered: 08-10 |
Grain of Salt:
firstly, thanks for your test! I really want somebody who help me, but I didn't find...
My comments:
"1.1 - In PrBoom-Plus, those small crates at the start are impassable, because the space above them is too small to move over. It's an odd effect."
I tried this room very very much time. It doesn't impossible, but if you think it serious problem, I'll change.
"1.2 - An imp seems to be stuck in the room with rushing water."
Sorry, water? I didn't make any water place on the map.
"1.3 - There are two shotgunners who never see or hear you. You kill them without having to do anything harder than clicking on them one by one. This happens again in other maps, so I guess it's something you did to make it look like they're working?"
if I turn off Block Sound, they hear me too early and go under the place where you enter the last room. I think it's confusing. However, I may replaced them with dead bodies if it's better.
"3.1 - Those tiny ledges aren't much fun to move around on."
I'll make a bit bigger ledges.
"3.2 - There's an air vent that doesn't seem to open, even though that texture previously marked doors very reliably, and it stands out much more than the small ledge you are actually supposed to follow."
Where? Please send me a DB picture.
"3.3 - You have to stand in a very precise place to hit the exit switch. If you just move to the end of the passage and press use, nothing happens, and the player leaves thinking that they're supposed to go somewhere else. This is one of many occasions on which it really isn't obvious which workstations are supposed to be switches and which aren't."
I'll repair that. What do you think, making the S1 Exit level linedef into impassable is enough?
"6.1 - Why are the inner lines of the tunnels impassable? It gives me even less space than it looks like I should have, and makes it very annoying to dodge imps."
Impassable? Maybe a little irresponsible mistake. I'll repair that.
"6.2 - Having opened this map in Doom Builder, I notice these lines also block sound. What was this for?"
When I finished the map, I didn't want to waste my time with calibrating thos idiot Block Sound sectors, so I gave that most of the linedefs. It was a dumb and lazy idea, but... sorry :D
"6.3 - There is an area outside a door where you've carefully drawn some floor tiles on the nukage, and it looks bad. Your detailing is usually OK, but in this case it just didn't look right."
okay, it's true. I'll remove.
"6.4 - Dropping the player into a series of tunnels with damaging floors (and still not enough room to dodge the imps that block your way) is irritating. Without knowing where the nearest nukage suit was, I died."
What should I do? I made a room ONLY for the radsuits. If I put a radsuit near to the falling point, this room become pointless.
"6.5 - I don't know what the ending surprise was meant to be. :("
Cause all other parts of the level have concrete feeling, or stinky, dirty tunnels, but the end is a simple tech-corner. :D
"7.1 - The raised mancubi are trivial once the freely moving ones are dead. The moving ones themselves aren't much more of a threat."
It's only a little challange. It doesn't make this level impossible. Or maybe yes?
"7.2 - Most people will play this map without reading your warning about the skull-textured floors. This is just my opinion, but I strongly feel that maps for DOOM should speak for themselves, without any kind of commentary from the creator. As it is, most players who enter this map without prior knowledge will assume these floors mark teleporters, and will kill themselves."
Those teleporters are out of the 1024 area. It's the source of the arachnotrons. I didn't have any better idea to solve the arachnotron problem. But if you can help me, please help! :)
"7.3 - I ran out of ammo when I got to the arachnotrons, so I IDCLEVed back to the start of the level.
7.4 - I ran out of ammo again the second time, despite being very frugal with the mancubi, so I punched the last three arachnotrons to death, which was not much fun. Is there enough ammo on this map?"
I tried this level. Much time. Very much time. Even more much times! And I can finished. However, adding some ammos isn't a big work :D
"8.1 - I didn't play this map, because I couldn't get out of the first corridor. Is the first airvent supposed to open?"
Yes, of course. It's a F*CKING PRBOOM GLITCH, BECAUSE I TRIED A LOT OF DOOR TYPES AND ALL OF DOORS WORKED ON ZDOOM BUT NO ONE WORKED ON PRBOOM! Sorry for the big letters but I'm angry due to the dumb PrBoom problems... :@
"9.1 - A switch marked with yellow key textures opens the room where you get the yellow key, after raising bars that are textured in a way that implies they need a yellow key. A lot of people wouldn't try to use a switch that appears to need a key they don't have."
I'll change the textures.
"9.2 - At this point, the yellow door I'm presumably supposed to go through would not open, and I IDCLEVed to the next map. Sorry."
No one of the locked doors worked with PrBoom. I hoped, it's my problem, but now I see, no... I'm angry again ue to this dumbass source port...
Can you help me?
"10.1 - The fight after you pick up the red key is very cramped, in a way that I didn't find fun. I also ran out of ammo, and had to ignore the last few demons and just walk past them to the teleporter. This included two barons of hell, who are not much fun to fight on low ammo. This fight could have been much more fun if it weren't for all the intrusive scenery. Can you play this part comfortably?
10.2 - The very last fight is trivial, because the arch-vile is distracted by corpses and you have a vast amount of ammo. It was much more fun than the other fight, though."
I thought about removing the baron and adding more ammo. I'll do this.
"11.1 - The bars in the final room make the "horde" fight very uncomfortable. You needn't use bars to trap the player - you could just have a door that opens from one side, or a chute that drops them cleanly into the room, or you could enter the room by teleportation. Having those bars (as well as the ones that lower to let you out) makes dodging in that space unpleasant, especially the revenants and arachnotrons."
One-side works door it's not a good idea. You open the door, run to the key, and you can run back. Without fighting. But teleport may be a good idea. I'll try this.
"11.2 - There is nothing in that room that blocks the line-of-sight of an arachnotron apart from the outer walls ... although that low pillar will block your sight, meaning that an arachnotron can be firing at you before you can see it. Raising that pillar just a little would give the player a way to block the arachnotrons' fire without having to move all the way to the side of the room."
I'll raise.
Thanks for your helping, but please, help me more, if you can! I have really musch problems with those motherf*cking PrBoom-compatibility.
Last edited by Katamori on 01-28-11 at 13:39
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