jerrysheppy
Junior Member
Posts: 144
Registered: 03-09 |
This is subjective, but I had a couple of problems with the design--not bugs--in MAP12. First of all, a lot of the 'outdoor' areas suffer from the problem that can result when you have huge, simple walls covered in the same repeating texture--it looks bland and underdetailed. I'm not saying you have to go for hyperdetail, but some variety in the side of a building or a cave wall goes a long way.
Secondly, I thought the cyberdemon was somewhat poorly used. The way he appears is great, but afterwards it seems like there's no good place to engage him in a fair fight. If you go out on the platform he will walk out there and there's almost no place to maneuver. I ended up having to return up the stairs to the switched door and duck in and out around the corner. It felt pretty lame. If the player was guaranteed to have a BFG by this point in the megawad (I hadn't found one) it might be different.
Other than that, I like most of the design so far. The metal-base look usually isn't my favorite but the craftsmanship and sense of classic minimalism that went into these levels is obvious. I also like the non-linearity (though it might start to wear thin) and the designs where some keys/areas are optional.
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