MTrop
Member
Posts: 267
Registered: 12-05 |
Harmata said:
Map01: first demon blocks doorway and really ruins the first encounter, first demon in the room with berserk also blocks entrance. I think that there are too many demons on the map overall.
Yeah, they get in the way, sometimes. That first area needs a little work, I feel. Demons should trap the player, not be among the horde.
Map03: Cacos that appear after you take red key can fly into the room with red door if the player will jump down and left from the platform with the red key.
Darn chase code! Why does it have to be so dumb? I'm gonna have to get artsy with the "Monster Block" flag. I'll probably just flag the lines around the stairs. Shouldn't ruin other monster behavior too much.
Map04: Sector with the yellow key in the middle of the green slime pool gives damage. Also, i found only one secret, if most of them are in the sewers, you should give one or two more suits cause at the end i was only 5hp, and couldn't check sewers one more time.
Nah, the sewer areas are off the beaten path, but not secret. There are four in total, and none are in the sewers. I might toss another suit in there, anyway. I'll also fix the yellow key lift. Guess I never noticed it.
Map07:Make a linedef in front of those trees impassable, because they grab player's back while he's trying to survive and kick some ass.
Good point, though I'll have to place it in such a way that it looks/feels like the player is just brushing up against them.
Map09: i would recommend spawning two imps behind player's back after he triggers the fight near the place with BFG (yellow gates). He can kill them with one SS shot, but they will show that retreating back is not that easy way.
Teleporting them in seems like a cheap shot, to me. I'll have to find another way to put an obstacle at the player's back when he/she goes through the yellow bars. Maybe just close them?
Map10: No no no, why the hell-room with yellow key has damaging floor and not the huge, huge fall? What a letdown, FIX IT!
Can't kill the player any other way. Teleporting them away to a kill-room would be awkward. Maybe something involving a voodoo doll and a crusher? Any mappers want to discuss?
Map11: Consider locking the door behind the player when he enters the hallway to the final battle, yes, even before he falls down. To balance, maybe remove chaingunners. Oh, and those blue torches next to Cyberdemon block too many shots, looks ridiculous.
Good idea. No escape. You're right about the chaingunners and the torch pillars. They're as good as gone.
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