LightningBolt101
Mini-Member

Posts: 53
Registered: 02-12 |
It's fine, I know it's the internet and attitude is something that's hard to control.
Like I said, I'm going to fix the Baron trap on your behalf. I wasn't being sarcastic. I'll probably lessen the pit sizes a bit and add more room for maneuverability (such as doubling the size of each bridge), and I've made the platforms accessible in the beta download (but you'll have to deal with even worse textures).
As for the slaughter map opinion, this is just my thoughts. I know this does not apply to everyone, I just dislike them for the fact that they can be a bit brutal and long, especially if you die. I don't consider maps with 1000+ monsters to be fun unless laid out in an orderly fashion that doesn't require 200+ monsters active on screen at once. I just think that comparing a difficult trap to such a thing is a little hyperbolic as I find 100 Revenants and 3 Cyberdemons behind a wall to be a little unfair. But I suppose that's all in opinion, and there's not much you can do for that.
Anyway, I'll work on rounder rooms, more exploration available, more purposes for things, better detail, better textures, etc. Right now some of the stuff is questionable because I haven't really given it a reason. The crouch area was changed to a vent you had to enter due to an earthquake so people wouldn't go "wtf why is this even here."
The hardest part of ZDoom features being added to a map is not creating them, it's giving them a purpose so they don't feel worthless and like they should be left out. I'll expand much more on the ideas so they aren't so wtf later on. ZDoom features are meant to complement a map, not distract the player from it. The less distracting these features are, the better. As far as I'm concerned, they should be giving the map atmosphere, not solely there for the purpose of being there (unfortunately like most of the things such as the gaps and the sewers). Though I know some people just despise the features and will never be satisfied no matter what, I'm trying to fix it so those who don't aren't bothered by them.
Perhaps I'll move the 3D bridges over to the gravity dome which will be made huge and just have the floor "collapse" after you pick up the grenade launcher (which of course it will be no where near as narrow as it is now). Of course gaps can also serve as a good plot progression. When a player enters a new area, it can be used to cut the player off from going back and they must find a new way around (without having to backtrack, off course).
I feel like ZDoom features have a bad name in this forum. I'm going to try and implement them into the map not only for variation, but for plot reasons. I know lots of people like running and gunning, but this is not going to be that type of map. I'll promise you wider sectors, more open rooms, a bigger map all together, and better visuals, but I still want some sort of plot progression (metaphorically speaking of course. This map won't have a plot). I'm sorry if this is disappointing news to hear, but I'll have time for more maps like that after this is done. Right now, I wanna finish this as I feel it's entitled to it.
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