Membrain
Member
Posts: 308
Registered: 09-10 |
Just played through the newest entries. Pretty impressive stuff!
@Jaws In Space: I really liked the unique rooms and sense of inside and outside that your map represented. It felt like an early entry in an Iwad, but was sufficiently challenging. One thing I will echo is the lack of ammo in the beginning and overabundance at the end. It also felt a wee bit on the linear side. That's not a bad thing, inherently, but the rooms kind of felt like a string of challenges rather than a coherent whole. Still, good show!
@sawd: Your map was definitely an interesting one. I loved the way you used the skybox and dynamic lights to give the entire map a very particular ambiance. The rooms past the red key door, especially, were incredibly atmospheric and also had the most unique architecture and gameplay in the whole map. One issue I noticed was a distinct lack of ammo at the beginning that was so bad that I ended up having to punch several demons to death, and I'm fairly good at conserving ammo. The flow of the map was quite good, but I would recommending just scrapping those winding hallways. They don't really give the monsters time to shine, and end up being kind of a slog. Once again, though, these are pretty minor issues that can be fixed really easily. Great work!
@ Da Werecat: I hope no one takes this the wrong way, but your map may be the strongest entry I've seen in this project. The ammo and health balance is tight, the fights and puzzles are interspersed very well, and the design of the map is aesthetically pleasing. I took roughly eleven minutes through it, and I felt that the progression was really good. I liked how you seemed to start in a base, but eventually ended up on a bunch of rooftops. Great use of limited textures to create a sense of place. The final fight was also surprisingly challenges, especially after having taken on the mancs in the last big fight. I will say, though, that the map did have a bit of trouble with slowing down between fights. Perhaps interlinking a few more areas together would help with that, but really, as with the other two entries, that's a minor niggle.
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