BloodyAcid
Forum Regular

Posts: 971
Registered: 09-11 |
Processingcontrol said:
Ignore BaronOfStuff. Use them as much as you want... ;)
Jokes aside, there are limits to being a dick with monster placement.
I tried MAP02. The ammo count is pretty tight, for me. Assuming 0 shots are taken on the arachnotrons at the beginning, I had about 4-6 shells on subsequent playthroughs for killing the archvile.
After that, the blue key room was nigh on impossible with all the revenants shitting on your face with missiles from a higher altitude BUT with NO PLACE to dodge. You can only throw yourself into the nukage, which by then you'll have either radioactively decomposed or have been chomped on by lost souls. I'd suggest making the room less cramped, add some pillars and maybe add a different PLAT lift elsewhere? And probably space out the monster populations too.
Again, assuming no shots taken on the arachnotrons, the blue key hallway provides some ammo, but the design is very bland. There's one texture for each of the four sides with illogically placed hanging men that don't really help. I liked the piles of crates near the end though. I'd suggest adding maybe tech indents or more windows to spruce things up a bit. I like the startan/support staircase. Good job on that.
One recurring problem is your monster placement. Monsters are just...there. Nicely designed rooms are ruined by many monster variations littered across the floor. For example, the yellow key room. You have a roundabout layout, which is nice, but every step there's a different monster in your face. Likewise with the cyberdemon room, monsters are just randomly slapped on. It'd be more interesting to have monsters gunning down from higher positions/chokepoints in hallways rather than (room w. monsters) x 20.
Hope I didn't sound harsh though, I did enjoy the return route after grabbing the red key. It makes me smile when I open a key'd door and go "sweet, a shortcut."
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