fiend-o-hell
Member

Posts: 321
Registered: 01-06 |
I sympathize with you dude. It's just slower than normal is all. I'm sure it'll pickup.
Now for your wad, I only had a short amount of time to play with it, so I'm sorry to say I will not be providing a comprehensive review. I just played roughly 4 levels and zipped through the rest to see what you have. Here are my thoughts...
The good...
+AWESOME intermission screen
+e2 and e3 look spectacularly promising
+Classes are creative
Overall
1.Texture alignment and transition.I noticed a lot of locations laden with odd texture and flat transitions.
http://img27.imageshack.us/img27/273/oddtex.th.png
http://img534.imageshack.us/img534/43/oddflat.png
METAL, SUPPORT1 & 2 is everyone's bread and butter transition texture, so use it as much as you can.
2.specify settings. I don't play a lot of zdoom maps, so It took a while to figure out that I should be jumping to beat the level. Its a minor annoyance, but that and any other port specific settings you should be addressed in your readme (which wasn't included with your beta).
3.Differentiate the classes more. I would start with giving them different starting weapons. Maybe each should have their own item pickup types.
4.Marine Buddies? Why?. They are kinda just thrown their without any pretext or anything. Consider adding some kind of radio up link or something with a mission structure.
3.Unbalanced. Never enough ammo, health, and all other basic necessitous. I think this was the most frustrating aspect of your wad. I only played as HS, but I would imagine a pshche class would have a tougher time.
5.Other quirks:
-heavy specialist picks up chaingun as standard then switches to doom version
-DoomGuy face missing from HUD
-Ghost imp enemy is very frustratingly annoying!
-mixed bag of quality. Later levels feel a lot more better than the early stages.
e1 (general)
Its unbalanced, uneven, and underdeveloped. Right off the bat I can see atmosphere is your top priority and that's fine, but the ambient tracks just feel inappropriate for the kind of levels you have now. If your sticking with stock textures, make the levels darker and rely on point light sources emitted from LITEX tex or lamps.
map e1m1
-Death pits exit unmarked
-lower the dmg from blood pools
-over reliance that horrendous SP_ROCK1 texture
-Cave area is way to dark and swarming with monsters
map e1m2
-felt underdeveloped and lackluster
-death pit! Oh noooo!
map e1m3
-Getting better. Address problem 4 above.
map e1m4
-got stuck in the beginning somewhere. Couldn't get a door open.
Looking back, I threw a ton at you. But you know what, this looks very promising and I'd like to encourage you to finish it Alwaysdoomed, so keep it up. Also, your style of mapping reminds me a lot of my style!
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Links to FoH Project threads:
Fight On!, Wonderland, WIP page, Standalone Series, PANOPHOBIA
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