Phml
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Posts: 2619
Registered: 06-09 |
Lots of good insight from that, j4rio. Thanks.
I intended to have the map be in two parts, starting with a circumvoluted path circling around the castle, with small firefights, then the castle itself with hordes of monsters and gigantic open spaces. When I realised how big the castle already was, I started being worried about performance issues ; gameplay concerns popped up as well it's hard to make reasonably tough fights in very open areas that don't result in sudden deaths after a few missteps, and I could see multiple deaths right after picking up the BFG being a lot more tedious if they occured after 20 minutes of playing already.
That is to say, I scrapped this first part idea and salvaged what I could out of it to have some eyecandy in the background. So, not really a Sunder Map10 influence this time, at least not consciously. :)
Perhaps the start ends up too brutal this way. What I didn't like in particular is the area before the bridge - I intended to have it as a last resort fallback area, but never even tried it, and as evidenced in your FDA the only "cover" there is is the bridge itself, and without any ammo or health it's more of a death sentence than anything else. I added some brick walls, shells and medikits around to hopefully make this a little better, although obviously the player should still press a bit forward for more juicy ammo.
So the slime doesn't hurt. Oops. Damaging sectors is one of these things I like to put off for as long as possible, as it's all too easy to set something to damage when it shouldn't if you modify the architecture, but as a result I end up forgetting about it half of the time...
Those three stuck barons were worth a good laugh, certainly puts to light the "quality" playtesting I've done on this before uploading. :)
I've changed a few more things here and there, although overall there's been no big cut into the hordes, yet. I intend this to be especially punishing to players rushing through. Still possible hopefully, but I definitely want zipping through the hordes to remain somewhat challenging even with foreknowledge, whereas hanging back and killing everything before proceeding to the next part should ideally be reliable with some practice.
Slaughtenstein 28/01 B
Edit: also forgot to tag a secret. Updated link above.
Edit 2: a few more changes still. Slaughtenstein 28/01 C
Edit 3: more tweaks. Slaughtenstein 28/01 D
Edit 4: one more small change. It's only after the upload is done that I remember I missed something... Slaughtenstein 28/01 E
Edit 5: last one for today. Had a broken teleporter and tweaked a few minor things. Slaughtenstein 28/01 F
Last edited by Phml on 01-28-12 at 22:42
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