Rayzik
Mini-Member

Posts: 76
Registered: 10-11 |
Well, It's good effort I suppose. The best way to put it would probably be "there's a lot of room for improvement."
The main issue I had was the map's 'flow'. I was going around looking for doors that were barely different from the wall, and had no clue what to do after the underwater section and switch flip. The monster fights weren't that bad, I think the map layout was hindering them the most.
The advanced features weren't extremely justified, but I could see how certain ones made for interesting sections. Namely the underwater and the pit of death thing. Also, that jump is barely possible, I gave it three tries before succeeding, and I didn't really want to restart the map and just resurrected myself instead.
The spatial sense of the map was bland, mostly because of lack of height changes and texture changes. The silver walls got boring, the lights were overwhelming almost. The floor was easiest to look at just because it wasn't that "bright". I would suggest adding in the occasional use of that silver texture with the computer panels on it, just to break up the redundancy. And I would REALLY suggest having door textures for the doors, as it sort of clicks in any doom players mind that door texture = door, and helps make progression a bit more fluid.
The monster difficulty wasn't so bad, ammo was tight, and health was even tighter. You have to remember that players going through your map won't know where everything is at first, and stumbling into a room with many chain-gunners will leave them low on health and possibly unable to proceed effectively.
I didn't notice any scripting if there was any at all. So no comment there.
Lastly, the map is kind of cramped. Changing the heights would definitely make it feel less so, but making hallways wider, rooms bigger, etc. etc. would help the atmosphere.
So for the most part, I say keep working at it, you can only go up from here.
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