amberleaf Posted April 16, 2006 Hi there, I'm currently working on my third wad. I guess it is overall about 2 weeks from completion but I would really like to hear some comment and suggestions from you guys. As a relative newbie to mapping I scared people wont be honest with me but feel free to let your constructive critisism flow.. cheers chris burgess here it is guys ( n gals) http://s44.yousendit.com/d.aspx?id=0IHBPTRLEZ9E31GS1R3FXGLHH 0 Share this post Link to post
ducon Posted April 16, 2006 With this file, currently: * I’m stuck, I can’t get the red key (killed 40, remains 38 in UV). * There are no secrets (maybe on the grey thing near the start X680 Y-300 or around X1925 Y936). * Some rooms seem unused (X300 Y0 and X1000 Y1200). * Why is there a monsters don’t cross line between the river and the baron? * Some textures are misaligned. Nice, and I’d rather see it as Doom 1 E4M1. 0 Share this post Link to post
amberleaf Posted April 16, 2006 hey cheers for the reply. -the red key requires a switch and run.. -i will add secrets after the level is built -the block monsters line was intended to cause in-fighting - the last thing i fix is the textures. - all rooms are used. the first one opens as you start the level and an ememy comes out of it cheers - why e4m1? i dont understand? chris 0 Share this post Link to post
ducon Posted April 16, 2006 amberleaf said:hey cheers for the reply. -the red key requires a switch and run.. Yep I saw but I can’t go in the room. The elevator is blocked. -the block monsters line was intended to cause in-fighting You can cause infighting just by running between the monsters. It’s more fun IMHO. - why e4m1? i dont understand? Because of the barons and the marble? I thought about E4M1 but I only saw the first part of the map. 0 Share this post Link to post
scwiba Posted April 16, 2006 This isn't my type of map. It's a little too DoomII-ish for my taste, but I think other people will like it. I had no trouble with the red key (took two tries before I made it) As ducon said, a room at X1000 Y1200 opens like it's a trap, but nothing comes out. Some of your texture use was a little weird, which isn't necessarily a flaw, just not something I like. The only texture I'm going to complain about is DOORTRAK, which you seem to have used it some odd places. (I would keep it strictly to doors) Finally, after walking into the large room at X0 Y1600 and setting off the trap, I couldn't find any way out. 0 Share this post Link to post
amberleaf Posted April 16, 2006 thank you. yeah your right about that trap, it will be implemented soon. There is an awful lot of doortrak but I feel that maybe if it was called by a different name that people would use it an awful lot more. The large room is there to slow down the gameplay before a large and difficult fight, there is one way out but it requires a little walking around. cheers 0 Share this post Link to post
Grazza Posted April 17, 2006 Linedef 773 has an invalid tag. (It needs to be given tag 7.) Actually, pressing on it does provide access to the red key with Doom2.exe behaviour, but not in the intended way (the map temporarily disintegrates...). 0 Share this post Link to post
hawkwind Posted April 21, 2006 Here is another silly error ... Sector 190 has tag # 15 but has no associated linedef tag. Hence cannot reach switch at linedef 1565 to continue. 0 Share this post Link to post
amberleaf Posted April 22, 2006 I have fixed that,what do you think of monster/weapon placement so far? 0 Share this post Link to post
hawkwind Posted April 23, 2006 Can't tell , since the current download wad hasn't been updated since the 16th. 0 Share this post Link to post
amberleaf Posted April 23, 2006 Okay , I will upload a newer version in the next few hours. 0 Share this post Link to post