dobugabumaru
Member

Posts: 469
Registered: 02-12 |
Played it. Excellent job, I can tell you put a lot of work into it! I didn't find any of the themes/textures clashing, didn't think any of the corridors were too narrow, and thought the enemy placement was definitely well though-out.
Ammo was damn tight. Nearly ran out before I got to the arachnatron in the cargo area down and thought I was going to have to play fisticuffs with him. I liked it though, as I'm perfectly okay with the more "survival" type maps, although Pain Elementals need to be used wisely since they can suck munitions down very quickly. Health on the other hand, was too rare for the first half of the map. I was running through the caves on a save where I had 20% health 8 shells, and that was probably the most difficult part of the map for me. This would probably work very well in a megawad where a player can carry over his weapons.
Also, some of the arenas were great. The outdoors arena (with the plasma gun) was fun, albeit a tad easy (Memfis's idea of the chaingunners would work well), and my favorite is probably the cacodemon room. This is mainly because you use the height of the floor against the player, since they're forced to use rockets and one misfire can send it into a stair nearby. It was one of the few times I felt like I had to fight cacos methodically. And of course the cyber arena is jaw dropping and small enough that he poses a threat the whole time.
My only serious critique, although this isn't something you have to change if you were intending this, is that the final cargo area fight is pretty sloppy. Due to the small nature of the room, and the fact that it's a platforming heavy area, it's difficult to fight any enemies in it due to the lack of space. I had to pull the cacos and PE out into the previous room to fight them, which wasn't much fun.
One other small thing I noticed is that you have a W1 trigger near the end (towards the second archville) that reveals a PE and chaingunner, but when you know the trap is coming, it becomes extremely easy to just backpedal and blast them from afar. I'd consider changing it to a fast door open W1 trigger so that the player is forced to move foward, since any floor trigger happens very slowly.
Keep mapping though. Also consider joining the NOVA project if you want some more feedback... plus it'd be neat to have one of your maps included in.
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