Whew, the following maps took me much longer than expected. Especially map12 was a time sink, I had to research some stuff in depth, heh.
map11: pack: A long explorative FDA and a fairly well planned max.
Speed route is secret, but the authorities have been noticed through non-public channels. :P I hear the map's getting "squashed" a bit, but I'm taking heads off if the trick disappears. It's just too sweet and might make sense even for a more optimized max run. I believe pacifist should be possible with a bit of silly monster manipulation and patience, heh.
Speaking of squashed - yes, the northwestern room and the western secret are noticeably spacious and sparse, so those I can see getting miniaturized. The eastern side with the nukage gorge and the BFG secret is built a bit awkward, but doesn't feel out of place, or non-Romeresque. If you're making that smaller as well, be gentle.
Anyways, I dig the map. While open and loopy, it has very clearly defined areas that you can visit at any given order from the map start, because only parts of them are locked. Also ledges and windows to other parts and small route loops and teleports everywhere. Full points for that, very Circle-of-Deathish while not having the iconic circle at all. First time players will have a lot of fun exploring and making sense of the layout.
After getting to know the map, it becomes quite a RL blastfest. The max was entertaining to make. Plan out the route, speed through parts to herd monsters into vulnerable packs... it makes the map fairly easy, but the challenge then comes from going faster and being even more efficient, risk more. Make use of the BFG, perhaps. The only parts that felt like padding would be the entire west section and the loop around the nukage pit where monster placement seems like easy filler. I can imagine going more badass there. A pair of shotgunners on each side of the teleporters, maybe a spider on one of them, revenants are fine too. More HKs in the BA secret?
As for MP, I think you should cut out two DM starts. There's just too much for such a map. Things 424 and 429 seem like a good choice. They're in silly places/near to other spawns, imo. Poor guy spawning at t.428 gets dicked by lack of choice (or rather: all of them are bad). While very Doom2-like, you should probably move him to sector 21 so he can decide what to do with his miserable life.
And where's the coop cyber?!
map12: pack: A FDA, a well-researched&planned max using a bit of TASing. Segments, cause I hated how I kept botching some preplanned situations. A "casual" speedrun on the "obvious" route. A pair of more hardcore speedruns will be delivered privately. :)
Factory jam. It's both easy if you play it right and defuse the traps and messy if you don't. That's quite like Sandy. Visually and technically very faithful (except the control sectors, of course). Almost everything feels correct and definitely brings out nostalgia. I sank a lot of time into researching some of the quirks this map has, because speedrunners/maxers will quite certainly encounter them. It's also kinda faithful to all the exploits found in Sandy's abusable designs, but some of them might need adjusting.
The most glaring one is the central lift. The PEs are certainly a solid fight if you start killing them and soon there are lost souls everywhere (like in the FDA), but speedrunners will just run into their dumb faces and chill on the raising lift, because stillborn lost souls. This is where the partially crushing floor effects sets in if the PEs hover above the edge of the lift. It won't kill PEs with full efect, however, and they get stuck in the architecture. This makes the lift inoperable. It probably needs a different action, one that just pins the PEs against the ceiling (the way you can pin the mastermind in map07, heh).
I don't like the BK trap. The combination of monsters in a fast door trap this tight... I actually don't remember Sandy doing that. What you could do here would be to put lost souls there, that'd be less ridiculous and perhaps more surprising for people using boom monster counters, heh. You'd probably need to move two or three from the closet with 8 of them and the other three from around the corner (put imps there instead?) Keep the pigs, I guess. The room is also a 100% certain pacifist run killer. The trap is unsolvable by infighting or pushing through. I tried to get a monster from outside to hold the door for me while I grab the key, but no go. Lost souls are the most obv candidate, but they're too small and stupid... the other monsters will hardly even fit in and the vile chasing you to the BK (which is cool otherwise) is too twitchy. What you possibly do here would be... eh, no spoilers. I'll discuss on irc.
Re: MP. I laughed when I spotted the vile squad. Should be fun. Remove a DM start or two, thy're too dense for such a small map. t.229 seems a bit pointless and 230 could easily go as well. Weapon placement seems reasonable, except you're totally missing out a possibly fun setup - put the BFG on the central lift! That way it may be easily accessible, or it may be on top of the lift. Or in a pit. All depending on how the players "deaccess" it. So worth it.
Both my speedrun and max abuse catching the central lift early, which is quite neat. Other than that the speedrun is fairly easy this way. Especially if you stomp down the vile tele destination, hehe. I like the way you can flick in and out the RL ledge. Other stuff will be discussed privately.
Oh and I find it charming how efficient the pigs can be in the soulsphere house. They seem to be winning in infighting for once, nice.
(Memo/balancing: medkit to s. 84, make l. 325 action 1, maybe l. 341 be action 63 then.)
Last edited by dew on 10-13-13 at 00:31