Louigi Verona Posted April 3, 2006 I have always wanted to make an episode of small levels and at last I made the beginning. This is a very small level, however - it is not that easily beaten. Basically, it's not hard, but there are many small details to it that may make it difficult to survive :) http://www.dimlight.net/music/louigi/circle.zip 0 Share this post Link to post
Checkmate Posted April 3, 2006 Enjoyed your little map. I look forward to the rest of the levels... 0 Share this post Link to post
sausage Posted April 4, 2006 Short and sweet, maybe too short, Gameplay - 5 / 10 Detail - 4 / 10 monster placement - 4 / 10 (Sorry these may seem harsh, But compared to nowadays standards, Not very good) - sausage - 0 Share this post Link to post
Louigi Verona Posted April 4, 2006 yes, yes - it was intended to be as short as possible. 0 Share this post Link to post
daimonreloaded Posted April 4, 2006 crap but not extremly anymore... oh well... i give to this map a 4... 0 Share this post Link to post
Apocalypse Posted April 5, 2006 I didn't think it was that bad but it could use some detail and it's a bit to small but it is small enough for the 1024 contest put in some detail and send it in 0 Share this post Link to post
Louigi Verona Posted April 6, 2006 Oh - a contest is interesting! Where can I get more info on it? 0 Share this post Link to post
Dr. Zin Posted April 6, 2006 http://www.doomworld.com/vb/showthread.php?s=&threadid=36150 0 Share this post Link to post
Louigi Verona Posted April 6, 2006 Ah, thx! I think I'll enter the compo. What's good about it is that the deadline is so far off. :) 0 Share this post Link to post
purist Posted April 6, 2006 I quite liked this level. I don't think you can go too far wrong if you keep 'em short and sweet. I played it a couple of times and here's my opinions: 1. I'm not a big advocate for detail but this map could have done with a bit just to neaten it up. Mainly around the corridor area. 2. I don't know if it's impossible to complete the level without finding the secret room but it's certainly hard. In my opinion secrets should be a bonus not a necessity in completing a level. It's not too big a deal in your map though because it's not too hard to find. 3. Unless you've got a good reason for keeping the level small (1024 contest?) I'd widen the corridors. Most doomer prefer the option to strafe should the need arise! 4. Why is the final blue door hidden until the blue key is found? Not a big problem in such a small level but it's good practice to have the player know where to go back to once a key is found. 5. The lift to get out of the central area isn't obvious, especially since there is a stairway that leads apparently nowhere. Maybe instead of the midbar texture at the top of the stairs you could have used thin blue-key activated bars like the red ones in MAP02. This would also point the player into the intended direction in order to finish the game. Hope you don't mind me saying this. Like I said, I enjoyed your level but I know that I would always like some constructive critism when I upload a level so 'treat as you like to be treated' and all that! 0 Share this post Link to post
Louigi Verona Posted April 6, 2006 [QUOTE]purist said: It's not too big a deal in your map though because it's not too hard to find. 4. Why is the final blue door hidden until the blue key is found? Not a big problem in such a small level but it's good practice to have the player know where to go back to once a key is found. 5. The lift to get out of the central area isn't obvious, especially since there is a stairway that leads apparently nowhere. Maybe instead of the midbar texture at the top of the stairs you could have used thin blue-key activated bars like the red ones in MAP02. This would also point the player into the intended direction in order to finish the game. QUOTE] Hey! Now this is the feedback I've been looking for! Very nice! The secret is easy to find. But if you do it right, there's no need for it. The exit should be seen - you are right, I'll do that! The stairway will lead to blue bars - agreed! Thanks! I'll redo the level. Btw, I tried designing corridors, but it just didn't look that well... I'll come up with smth. 0 Share this post Link to post