Ok, I finally got to play EvilNed's map. It is not a bad map but there are several issues that need to be addressed.
First of all, the multiple HOMS on the map.
The one in the second shot is actually the worse of them all since it's actually a lowered sector without side textures, making it invisible until you fall into it and get trapped(unless you jump).
Second is texture alignment, there are several misaligned textures (most noticeable on lavafalls).
Texture alignment of these kind should be easy with Doombuilder (but remember not abuse it).
Third one are the paper thin walls:
That looks REALLY bad, it is as if they were wallpapers and not solid materials with an actual mass and, not only it looks bad but it is a HUGE atmosphere breaker. Try thickening them so that the rocks on the first and fourth shots do not end on a pointy edge, and the wall on the second shot does not look like a cheap Hollywood prop.
The third one seems to be unintentional, since the sectors with the banner textures have f_sky1 as celing.
I think that's it for the aesthetics, now let's go into gameplay.
Gameplay wise the map is much better, and there are only a couple of things you should fix.
First is health; health is really scarce, most of the time I was bellow 60%, even AFTER a few playthroughs. I recommend adding some health flasks, or if you want the player to suffer a little more add health vials.
Second is enemy balancing. Considering that Eregore/Egregor/Igor/Whatever recommended a higher difficulty range this is not much of an issue, but aren't Iron Liches, Ophidiands, Weredragons and Sabre Claws a bit too much for E1M1? If you really think this should stay I recommend moving your map to a latter spot on the wad.
Third is the inescapable lava pit on the yellow key cave.
I know both, vanilla Doom and vanilla Heretic like to do this, but that doesn't mean it's less annoying. There are virtually zero players who can remember an inescapable pit fondly. Please add a teleporter or a staircase on there so that the punishment for falling is not so big.
And lastly is this:
Oh how I hate that blinking room, it changes from barley visible to complete fucking darkness! Worst of all there are a bunch of skull throwing golems waiting in the dark so they can shoot at you with no means of seeing them until is too late. You should either, make the room brighter or add a torch nearby.
Ok that covers the gameplay and the aesthetics. Only thing left is the map itself.
Opening the map in Doombuilder and running a map analysis reveals lots lindefes overlapping and referencing different sectors. There are also a lot of unclosed sectors:
And finally there is this:
Is there a reason for the highlighted sectors to be... well, sectors instead of being empty space? This is not game breaking of course, it's just that I've never seen someone do something like this and I'm curious towards it :P
Ok, that was waaaaay too long.
To EvilNed01: You made a map that plays good and doesn't look bad in a short amount of time; and if you address the issues I mentioned, it will surley make an even better map.
Last edited by A.Gamma on 11-16-12 at 06:34