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Lorenzo

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Posts posted by Lorenzo


  1. TrueDude said:

    I decided to stick to Boom as I thought it would attract more mappers that way. There's quite a few people I know already who would either not sign up or quit the project if I switched to ZDoom. Boom is also more widely used for the most part.

    This post also sums up a good portion of what I feel on this:

    Also, I'll take the Strife map myself now, so it doesn't feel like I just did the easiest map and made everyone do all the hard ones.


    Ok, as I chose Q2 I'll study carefully the darkening 2.

    L.


  2. hex11 said:

    I liked Q2 SP a lot more than DM, which was very slow paced compared to Q1. The map style is good, but overall closer to Hexen with the hub system, inventory, etc.


    I liked the hub system in Q2 (but didn't like it in Hexen).
    Inventory is also good but usually I collect a lot of things that I don't use 'cos I forget I have them...

    L.


  3. MegaDoomer said:

    Design/texturing is good. :) My health and ammo suggestions are an average so far and they're for solo play.

    Very few people nowadays play maps sequentially without starting from scratch, and in 95% of other wads the balance may mess up if such play is done, so I really must reemphasize here that I would not worry in the slightest about switching to pistol start playability & I think it would make the beta testing job smoother for me. :)


    Ok, i'll add pistol starting.

    Just be patient ;-)

    Thank you for your suggestions!!!


  4. I think I'll implement pistol starting on my levels. The problem I have is: doing each map possible to finish with pistol starting, the "sequential" playing (one map after the other) would be too simple?

    If you're patient, you will be able to play the episode as preferred by many.

    The suggestions you wrote (health at -10%, ammo -15%) are valid for which kind of playing style?

    What do you think about level design, texturing, etc...?

    L.

    MegaDoomer said:

    I hate to say this, but TBH I've really had a hard time judging the balance well because of the pistol start incapability. If you could consider making these maps doable from pistol starts, as 95%+ of public levels are, that would really be welcome not only by me but also by many others who ultimately play this wad IMO.

    But to give what feedback I have, everything from Map01 still applies, and I'd say I had a bit too much ammo in much of Map02; health seemed better balanced in comparison to ammo - might be able to judge it better if I had the intended ammo balance. Guess - reduce health to about 90% of what it is currently, ammo to about 85% what it is currently (but also add a shotgun at the start to support pistol starters).

    I'd appreciate if you could get back to me when possible on these thoughts; I'd like to continue playing but really feel I need these few things ironed out first. I will say I've found it enjoyable :), just not necessarily up to its full potential, and I feel just some minor balancing adjustments can really change that.


  5. MegaDoomer said:

    Yeah, that's the opposite of pistol starting, per se.

    I'd say in this case you probably just added a little too much health, so maybe remove half or so of what you added. That'll probably be a happy medium. :)

    At this point you can either adjust the health and post a new link or I can play the current beta all the way through before you make a final decision; please just let me know which you'd prefer.

    And I'm glad my feedback's appreciated. :)


    Please play the way as it is intented to be played, from start to end.
    Eventually I'll remove health in a next version.

    L.


  6. MegaDoomer said:

    No pistol starting should be a note in the text file as that's the way many people tend to play maps nowadays (even episodes/megawads).

    I'd say for the least frustration (after thinking things through and considering that I now know for certain that these maps aren't designed for pistol starting), I'd probably emphasize a bit more on saying there's a little too much health. Having limited ammo can be frustrating, but limited health with enough ammo is a good challenge. Also I might not really be able to do a great job judging ammo balance several maps in without pistol starting; that's another reason most modern wads are designed for pistol starts and many if not most players use them. However I can't just "carry around" all the extra health I want so health balance should remain judgable throughout in any case. For now, I'd say on the first map there ideally should be either no change with respect to ammo or just a tiny touch less, but a small amount less health, overall.

    I'll continue to play this and give my feedback, I hope it's appreciated. :)



    Your feedback is appreciated, sure.

    Well, previous testers told me that there were not enough health, so I added medikits and stimpacks. Perhaps too much...

    Levels are intended to be played one after the other. I'll add more episodes in the future when pistol starts are intended, but at the moment there is only this episode.

    I didn't that pistolstartin is so diffuse... I always play one level after th other... well, what's the opposite of pistolstarting?

    L.


  7. MegaDoomer said:

    Map01 feedback - good architecture, like the theme, appropriate size, fun to play. Solid stuff and I look forward to more. I'd consider dropping out the Chainsaw or making it secret though as I had enough ammo without it. Plus/or maybe take the health count down a touch. Nothing too huge, since it's a starting map and shouldn't be crazy tough. It just seemed slightly too easy, slightly being the operative word.

    Start of Map02 - Are these levels designed to be played from pistol start, or as continuous? The way Map02 starts leaves me a bit unsure, and I'd like to know the intended method before moving on.

    Nice work again so far though. :)


    No pistol start, they should be played one after the other.
    Too much ammo?

    L.


  8. Hellbent said:

    It would be nice to see screenshots with gamma 1.2 instead of 2.0. Lorenzo, just type 'gamma' in the console and hit enter. It will tell you what your gamma is set to. Gamma simply represents how bright you have the game set. 1.0 is default, 2.0 is really, really, really bright. 1.2 is a pretty typical or a common setting for people to use.


    I had gamma = 2.1. Changed to 1.2. Ok, now it's darker (of course).

    Curios thing is, when I took screenshots, the images were very dark, but once uploaded to imageshack they became brighter...

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