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johnfulgor

The harbour - GZDoom

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Hello,
some time ago someone wrote my maps were looking as '94 maps. So I've created something a bit different.

This is the story.
The UAC conceived a new terrible plan: hiding under the covering of a interplanetary trade company it is transfering its evil creatures to the earth, scattering them everywhere. After that the monsters would be awoken, and the manking would come to a certain end. Your task is to block their trade before it is too late, clearing all the earth bases.

Technical info.
GZdoom level, with 3D floors, dynamic lights and scripting.
Bad Guns Revised (with some minor changes by me)
Some additional human monsters from The Monster Resource Wad
All new textures.
You can recharge the weapons with the alternate fire button.
You can use the bersek drug like a weapon (select it and press fire)


These are the links:

http://uploadingit.com/file/rnmdasdugva5d5jv/Screenshot3.jpg
http://uploadingit.com/file/hlijtdguxjgsoqbk/Screenshot2.jpg
http://uploadingit.com/file/c1aommtbnvffk1v8/Screenshot1.jpg

http://uploadingit.com/file/frjamrvis7zcwqv6/harbour.pk3

Any constructive feedback is highly appreciated!
John

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Can't fault the look and feel, but gameplay could be improved:

The HUD doesn't show how many shots you have in your current clip, this is the most annoying bit as it leads to running out all the time in the middle of a fight, as well as not showing the true amount of ammo you have.

The shotgunners have too much health and your own weapons are a bit too inaccurate.

I managed to get stuck inside one of the railings inside the last warehouse (the line to the right of the ladder).

Lastly, there's a lot of lag in some areas. (although this can't really be solved given the map's nature)

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H0neyBe4r said:

Why do the seargents have so much hitpoints?


It seemed to me that normal seargents were too easily defetated. This improves the gameplay, in my opinion.

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The Ultimate DooMer said:

The HUD doesn't show how many shots you have in your current clip, this is the most annoying bit as it leads to running out all the time in the middle of a fight, as well as not showing the true amount of ammo you have.

The shotgunners have too much health and your own weapons are a bit too inaccurate.


I increased the seargents' health because I think that 1 shot 1 kill has a negative effect on gameplay. I also thought that inserting too non-human mosters would have been inappropriate for this map.
You're right about the HUD, but I used this mod with simple changes, without investigating too much inside it. In your opinion can these enhancements be made in someway?
John

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