Hellbent
Forum Bellend

Posts: 4376
Registered: 06-00 |
I haven't played through the whole thing yet (keep dying) but here is my initial response:
EDIT: Oh, I see what the woodgargs do, now. Perhaps my RL/Chaingun suggestion is not so good, then. Maybe put a switch upper texture (non-visible to the player) on the woodgargs that open the RL door so you know that pressing on it does something.
Also, the wood pillar area is much better now. Very nice.
I hate that you give two weapons at the very start. I dunno why, but I just don't like it in my doom maps. Maybe because you never encountered this in the original levels except in one certain gimmicky secret level (and even then they are tucked away into corners of the opening room and blend into the rocks). I think it's more important to make sure the player gets the green armor easily than it is to make sure he gets the chaingun since running around the map unarmored is a seriously unhealthy thing to do. Now that's just my opinion and it's your map; you leave it just as it is is if that is how you like it. But if it was my map, I would put the RL in a harder to get secret and put the chaingun in where the RL is now (or if you leave the RL where it is, make the cement texture start "later" so that you can't see it from the wood area so the secret isn't so easy to spot). I like where the green armor is, even though you'll only get it if you go one of three ways and then look around for it. Now what about blue armor? I don't know if there is one and I just didn't find it, but I would put a blue armor on the opposite end of the map from where the green armor is, and in an easier than harder secret (maybe where the backpack is and put the backpack somewhere else?) Basically I would do some item juggling to get the balance better.
The soul sphere secret seems maybe to be triggered a bit too easily and overall seems too easy to attain. Maybe make the trigger more remote?
Whereas before you were doing homages of E3M3, now it seems you are doing homages of.. well... your own areas. A lot of the rooms/areas feel the same. For example you have the room with the four skintech columns that I really liked, but you also have a room with four sladskul columns. I would redo the sladwall columns room. There also seems to be an over abundance of raised caged areas for imps and sarges to shoot from. Fine to do it, but repeating design motifs like these cause me to feel that not enough areas are distinct in the map, and getting my bearings in the map is more difficult (nevermind that it's less interesting when so many areas are similar).
Since you've already made one revamp of the map, I'd certainly understand if you don't want to do anymore overhauling of areas. Again, this is just what I would do if it was me. I'm gonna keep playing your map till I beat it and give more feedback then. This feedback is really preliminary since I haven't finished v2 of the map yet.
Last edited by Hellbent on 10-06-12 at 13:25
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