Melon
Member

Posts: 409
Registered: 02-10 |
Thank you for the feedback and bug reporting.
purist said:
I'm not keen on the pitch black start. I know you've done it because of the way Cell's descended into darkness but, while it looked cool disappearing into a dark tunnel in MAP02 it looks odd having just that black corner and I think it would look better if it was 96 brightness right through.
Fair enough, I've removed the blackness.
purist said:
I found ammo very tight at the start with a pistol. I'd either stick a shotgun or chaingun (or sargeant/chaingunner) nearer the start so the player can take care of the demons and imp without using the pistol. Other than that I wouldn't worry about adding any extra ammo as most the fights can be avoided or infighting provoked to save ammo.
You were supposed to push ahead and fight some zombies for weapons, but I've added a dead sergeant with a shotgun 4 shells to the starting room. It's a lot easier to get started now.
purist said:
The first step into the room with the blue key appears to be the wrong texture - it doesn't match the other steps.
Fixed.
purist said:
The blue key room itself has a graphical glitch near the light next to the second door where the chaingunner is released from. I think this is related to sector 296 but I can't see exactly what the problem is.
This glitch has been the bane of my existence, I thought it had magically fixed itself but I just can't seem to get rid of it and don't know why it happens. I've split the linedef in two with an extra vertex, hopefully that will solve the issue.
purist said:
The switch that raises the bridge to the blue key doesn't work in Legacy, which breaks the map.
Eeek. I don't know why this won't work in Legacy, so I've decided to just remove the bridge raising al together and leave the bridge up permanently. I'd raised the key to prevent people with jumping enabled from crossing the gap prematurely anyway, so it's no big loss.
purist said:
The radiation sign Cell mentioned is mis-aligned in ZDoom.
This is another really wierd issue that I don't know how to fix or why it happens. I've fiddled with the texture and moved them to different linedefs, so hopefully it's sorted now.
purist said:
For a sewer/underground the map is quite spacious. This in itself is not a bad thing but it means in areas like the large room with the dead marine and the teleporting imps, demons and spectres you can simply run through without threat. Lost souls in this area might add a bit more menace.
I've added two extra teleport destinations to the exit to that room and put in two more demons into the teleport group to make up for the extra ammo I added earlier. There's no chance of running past it now.
purist said:
The tunnel, which is the exit, seems to have a raised block at the start and end - this looks odd as you would expect the sewage would be allowed to flow through.
It's not actually raised, but the reason why I stopped the sewage from leaking out of the end of the pipe was simple, there's no waterfall texture for the brown slime so I couldn't have it falling out of the end.
purist said:
I'm not sure what to do with my map now as yours seems to end in a small pool of water surrounded by mountains! They way you described it I was expecting a larger area. Maybe move back the mountains and put a chasm for water to run through.
I'll revise the ending area. My thinking behind it was that you would remove the mountain walls at the very edges that you can't see from where I put the level end linedefs. I didn't want the player to see much of the outside area from the pipe because I wanted to give you a bit more freedom in how you went about your level, but I'll revise it to make it a lot better (and see what I can do about the sewage leaving the pipe). I'll have to do it tomorrow though.
Anyway, story:
You begin to wonder if heading into the sewers was a smart idea. The smell is awful and is making you nauseous. A cold breeze blows into your face and brings the smell with it, making you gag.
Wait a minute... a cold breeze? A way out of here may be closer than you thought. You quicken your pace, demons are teleporting directly into the sewer now, and you don't want to be around when the welcoming party brings all of it's friends. You turn the corner inside a snaking tunnel and catch a glimpse of sunlight. A large pipe is belching sewer water into the local river but there's a big metal gate blocking it. You hunt around and find two switches unlocking the barrier and finally make your way outside to the edge of the pipe.
The river outside is flowing fast down a steep rocky mountain side. You hesitate, but quickly make up your mind to jump as demons start teleporting in behind you.
|