Grain of Salt
I really thought people were going to tell me it was too easy :/
I didn't like the start, couldn't find a way to get through those 4 chaingunners except plain luck.
I think for the start room, change the chaingunners for sergeants and place a chaingun in that room to tease the player in. Should mean that less health is lost.
What I'd like to do with the chaingunner room is put a new section before it, so it's no longer at the beginning. What I'm thinking is -- when playing casually, when you get to that point you'd have the SSG, or possibly chaingun, and you'd have a certain amount of armour, so it would involve the same gameplay but wouldn't be as much of a make or break thing as it is now.
But also, perhaps to get an optimally fast time for the map you will have to skip all or part of the new opening section, and thereby end up facing the chaingunner room in more-or-less the state it is now? It's really not such a painful room when you get used to it.
Besides that, perhaps you should get a soulsphere instead of a medikit in the 3d floor room? (And probably the later soulsphere in the arachnotron part would become something else)
Beyond that it always felt as if I was missing some ammo to play it my way, and was instead meant to play it in a very specific way I wasn't privy to; and as a result I fell back to super defensive play. I don't think this is as bad as the above, or even that this is necessarily bad.
I see what you mean. I just found it tricky in this layout to give the player enough ammo to make play comfortable without making it trivial -- IE, since there's so much space and cover, if you have enough rockets or SSG shells you can just wait at one end of the map and kill everything as it comes to you without really being threatened. Having to regroup to get new rockets made playing the map interesting for me, but I can see it needs a bit of work still.
But then, every one monster out of two seems to be an arch-vile, and two thirds of the time that arch-vile will pop up out of sight (those ratios are entirely accurate. fact!). So not only you can ruin your chances early on by taking too much damage, not only you can screw yourself by missing a few shots, but you can also mess your run simply by being at the wrong place for too long.
Do you think this would be less of an issue if you had a better supply of ammo/health/whatever? Or are there actually too many archviles for this layout?
Don't get me wrong, it was still fun to play. I liked the final fight with the spiderMM and 4 revs, too. As is, it could fit as a late map kind of thing, breaking up the horde gameplay with something just as hard (if not harder) but different.
That part's almost certainly going to change, but I'm not sure how. It is interesting to fight the spider mastermind by provoking infighting (as both you and j4rio did), but there's no real incentive to do that, and you can just as easily just kill it with the SSG or rockets, and then move onto the revenants, which means there's not necessarily any interaction between those monster groups in terms of gameplay. So if they stay, they'll probably be joined by new monsters, or the layout will have to change slightly I guess (I could lock the player in the section after the yellow/blue door for one thing...)
Remix of "Exodus". I could have sworn Ribbiks has done that.
Ribbiks worked on the old version of Exodus a bit, but I don't think anyone saw that as a "remix", or whatever?
My first constant thought was 'where's the fucking ammo?!'. The second one was a little bit more constructive, something like 'too route-dependent'. The directions chosen by player determine everything, yet mistakes are hardly forgiven.
I'm not really sure what you mean by "too route-dependent". Could you elaborate? The map is supposed to be quite open-ended in terms of monster movement, player reactions, etc, but I didn't think the ensuing chaos was particularly unforgiving compared to most slaughtermaps.
The pace has decreased, and so did the quality of the maps. Only some of them are entertaining and memorable.
I felt similarly about the material we had for sf2012 at this point last year, but as it turned out most of the best maps from that collection appeared towards the end of the year.
Edit: 666th post. hooray.