dobugabumaru
Member

Posts: 467
Registered: 02-12 |
So I ran through each map with IDDQD just to get a feel. Here are my notes.
MAP02: interesting layout fiend. The gameplay seems frantic, but I'll have to playtest it without godmode to see for myself.
The gun-activated switches are too difficult to notice at the start, especially since parts of the boundary obscures them. And while most players can hit the first, the second is placed kind of cruelly. I’d move that one, or take it out all together, since a lot of players may not have the patience to run around wondering what they should do.
Also, perhaps you should consider making the boundaries (where the red flames preside) impassable, just so the player isn’t running over them. It’s not that big of a deal, but it’s just a tiny bit disorienting hopping up there and pushing against the darkness, or rubbing against the flame (unless it’s required for a secret).
But it seems fun, being a relatively quick play but filled with deadly traps and enemies. I especially like the idea of the exploding barrels to keep you out of the dark. Very unique. And the cybies covering the exit is a neat touch too.
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MAP03: I like the idea of being next to the constantly damaging floor. Only worry I had is the 3 PEs in the yellow key room, since I see no way in hell of dealing with them with the conservative amount you’ve given in the level. That’s my big concern. I’m still interesting in seeing what you’ll do with the rest of the level.
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MAP04: Can’t open maps 4, 5 and 6 in PrBoom on my mac :/ So I tested it in Zdoom.
Major, I do not envy your position. This map is big enough for three testers, let alone the fact that you have three other maps to left to make. Yikes.
Since there’s not much else there, all I’m going to mention is that one of the biggest problems with big areas is that while it does make you feel like you’ve gone quite far, they can be relatively boring due to the scarcity of enemies.
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MAP05: Hilarious. Cacos popping up in front of more cacos made me laugh. Couldn’t find an exit and the cybie at the blue key could be pushed off into the pit, which could be annoying for any UV maxers.
Also, if we needed to make it a secret map, sneaking it away into a something like MAP23 would fit very well.
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MAP06: Wasn’t expecting a heavy slaughter map. Only worry is that since there are a LOT of monsters, it’s probably going to be pretty rough to playtest. Also, I’ve never been a fan of sticking like 5-10 archviles in a corner as a surprise. 1-2 usually do the trick, any more than that is overkill. Not sure I see much of the meat theme, especially since revenants are nothing but rockets and bones.
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MAP07: Looks pretty at least.
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MAP08: One of the strongest maps, theme wise. Love the new start! There are still quite a few issues (like certain crumbling platforms being untextured), and I can tell the gameplay isn’t finished, so I’ll reserve judgement. Probably the best of your maps though, Major.
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MAP09: So eerie and creepy. I didn’t play through the whole thing, but I still love the idea of a traditional Doom level just devoid of life. It’s really counter-intuitive. Secrets might be a nice addition though.
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MAP10: I didn’t really get the theme of this one. Didn’t play far into it either.
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MAP11: A fun and tricky map that relies a little too heavily on switches and tags IMO. Visually it looks great and seems like it’d play well, but it was confusing where to go at the start and I found myself wall humping for a bit. Also there’s bits of armor in the wall.
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MAP12: Pat yourself on the back fiend, this is one hell of a level. Played only for a minute... I’d rather spend my time playtesting it than rushing through it and ruining all the surprises. If my map does come after it, it’ll be hard to top this action-packed penultimate level!
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My updated map will probably be available this Friday (just got 2 rooms left to design and then Hell awaits!). I hate to say it, but realistically I’m not sure how much is going to get done on the megawad in 20 days. Even if everyone gets all of their levels done in 10 days, we’re going to have to wait on the playtesters to give good and reliable feedback, let alone that we need to test for 3 separate difficulties and make adjustments accordingly.
Retog said:
I've noticed on the first level, if you teleport back from the ritual room without a red or blue key then you're stuck.
You just need to look a little harder. I left a health vial next to the bookshelf as a clue.
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