BaronOfStuff
Member

Posts: 550
Registered: 06-08 |
Was alright. Seems a bit 'MazeWorks'-generated.
Anyway, a few issues:
- The 'selection' doors remain open long enough for you to SR40 down the hall, pick up the 'primary' weapon, and rush back. To prevent this, either use the 'Door Open Stay' linetype and have a 'Door Close Stay' line shortly after, or require that the player steps off a ledge with no way back up in order to get a weapon (the latter would effectively prevent 'cheating' in co-op too).
- The barriers and raised teleport at the end are, to put it simply, completely and utterly needless; the same required effect can be achieved by using lines with the 'Block Monster' flag enabled. There are no other moments in the map that require jumping, so having to jump for this one simple bit just seems so random and arbitrary.
- There's no actual exit. The simplest of all things to put in a map!
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