Memfis
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Posts: 3168
Registered: 04-07 |
map08-13 FDAs.
map09: thing 232 shouldn't be blocking. / If you press on linedef 1468 and then on linedef 1461, you'll hear a very loud sound (because seven of the affected sectors will not move). Maybe make the lift have a different tag? (you'll probably need a voodoo doll "script" here)
map12: same deal as on map02 - you pick up the red key and hear some floors moving. The player shouldn't be aware of dummy sectors and stuff like that. / Picking up the berserk can't be avoided, is that OK?
map13: VERY tight ammo balance before the cyberdemon fight. Consider adding a little more bullets/shells. / I don't like how there is more than one line that closes the blue bars at the start. If you run around, you can hear the closing door sound more than once. Not cool. :)
I enjoyed all these maps with the exception of map10, which was a little overcrowded for my taste. Great music though.
Last edited by Memfis on 09-24-12 at 11:23
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