nicolas monti
Green Marine

Posts: 45
Registered: 01-11 |
NoobBait said:
I also would like to suggest removing the two shotgunners from the left hallway at the start. The beginning is kind of shotgunner rape, and I think it would open up more route possibilities if the player could make a clean run to the shotgun room without those two blocking :P
yes, You're right, i'll clean the shotgun access a little.
Hellbent said:
I fell flailing into a vat of cancerous blood and curdled midst hurling bursts of plasma. :(
Hey Hellbent, did you get stucked somewhere in the maps? by the way, how you make your captures automatically visible on the thread?
Memfis said:
It is nice, but a little symmetrical at times. Like, if there is a monster in the right corner then there is probably another one in the left corner. Try to avoid this.
In prboom-plus I couldn't finish E2M9. I pressed the linedef 532, sector's floor texture has changed, but it didn't rise. I don't know why but you can see it happen in my demo - http://speedy.sh/WQDbf/jue2m9-mem-FDA.zip
Memfis, I've checked the linedef on Prboom and it works for me, just by chance I spinned one line at the bigining of the bridge but I think that has nothing to do with the problem. I've seen your demo and there are more tags that seem not to work properly, 2 sectors didnt lower when they had to. What version of Prboom are you using? I tested the wad with the latest version and everything worked fine. About the monster placement, yes I know, the thing is that I like to put windows everywhere and then there are few places left for ambush and the nonlinearity which allows the player come from different directions make the ambush issue harder to create. maybe pillars and corridors will help to hide monsters!
I'm finishing e2m5 and I have e1m5 done too. sometimes I need to take a break to refresh my ideas .
Last edited by nicolas monti on 01-15-12 at 23:19
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