dew
Feral Kid
Posts: 2227
Registered: 05-08 |
trailing phml in the FDA race. my own map06 to map10: http://www.mediafire.com/?u939vc83zjs6au1
map06: sweet map, great flow, good fights. i had no problem locating the ssg and the small doses of stuff worked for me, at least i didn't go super-stacked. my only problem was locating the elevator in that small courtyard with two revs in cages. yes, that metallic square in the corner just didn't strike me as a lift on top of the rampart. please, please make it stand out more, haha. if it was switch operated, perhaps, or had that yellow/black safety stripe around the base...
map07: another phobus map with abysmally bland start (plus extreme ammo drought). heh, you want us to hate your maps? one more radsuit wouldn't hurt either. it picks up nicely after reaching the middle, i really like the valley. i didn't enjoy being low on everything from the previous part, but the unkillable cyb sniper is a great idea. the base behind the cyb feels slightly pointless, like there's too much rooms for just the sake of having rooms when the whole place can be solved just by grabbing the BK and leaving.
anyways, it needs more generousness in the first part (it expects preknowledge right now, imo), otherwise the player is hurt and low on ammo and the pace grinds down to halt, because i refuse to take another step.
map08: aaaargh, this KILLED MY BRAIN. it's quite ambitious and potentially a lot of nonlinear fun, but i literally ragequitted after realizing i missed a W1 open-wait-close secret. that's just... no. no no no no no. i reloaded the demo from that point (use -skipsec 560 on the bigger one as it's the same thing), but my mood grew sour. i'm just not a fan of timed secrets and there's a lot of them here. not to mention 16 secrets are just going overboard. the plasma secret is really sexy, but does it have to be so ridiculously hidden? i eventually found it, long after reaching exit and returning to scour the map for secrets. just my steel wolfenstein-trained resolve allowed me to hump enough walls to discover two of those switches and especially that flickering one right next to the backpack of madness is just too much, imo. i only noticed that on the automap. that timed platform going to YK pissed me off as well, it's so far that there's no sound clue and anyone playing at lower resolution won't even see the movement in the distance as it goes up. i couldn't even locate two other secrets despite taking 37 minutes on the map.
i mean yeah, the map is playable even without the secrets, but they change the pace in a ridiculous way - they're very dependant on each other and once you find one, you start noticing the others too, but without them you're fleeing from strong monsters with the pistol and 4 shotgun shells. with them, you mow down baddies left and right. even the ssg takes a bunch of well hidden secrets to get through! i think it just goes too far with that optionality concept.
map09: i gotta say the ssg is stowed away in the last corner one would look to... but i found it and had a blast. fast pace, adequate fights, some nasty surprises (i jumped up with my chair when all the revenants appeared after the red bars). overall i liked the map.
a few nitpicks: i couldn't locate the lift sector 1095. i seem to have a problem with that SUPPA16B texture, i just don't realize it's used for lifts at a fast glance. some decorative crap screaming "here, lifts for everyone!" around it would probably help my brain a little. also chaingunner t.383 behind the said lift... pffft, that's a bit below the waist. :P and finally, i felt like i had to risk too much in the BK fight, because i ran out of rockets and i had the manco corpses in the door, ready for the vile to revive them over and over and that door is just too narrow to do anything with it.
map10: awesome map. the flow is linear, but it revisits the same places, which is neat and dutch devil has managed to make it work. i started with a few quick deaths, after which i quitted and killed the music. it was loud and obnoxious after a while, ruining my concentration, hehe. anyways, i already realized the correct way to solve the fights is to run away and kill anything coming down the halls. staying in the middle of the chaingunner assault after getting BK was a harsh lesson. also cool secrets.
anyways, the second to last battle (4 revenants, then mancubuses) is really unfair. i survived somehow, but i expected a mercy blow any second. what phml suggested doesn't sound bad. it'd allow to change weapons, at least.
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