Downloaded MAP28 as submitted in the "Map Status and Map Bug Reports" thread, and played it through. I believe that Zok was asking for some feedback
MAP28 JUNE 16, 2010
Looks like alot of work, well laid out, textures align, etc..
I like the attention to detail.
Texture A-VINE2 is not present (linedef 6283,6284,6285) and texture AASTINKY is displayed instead (on Legacy).
At start, looking over walls (shooting at imps) there is HOM over back wall, in east and west direction. All the middle textures are missing, which displays as HOM. To have a sky view without a wall, create a thin sector with the sky height 1 above the floor, middle texture anything but blank, depress the floor if necessary.
At end of level, on platform, looking at the right hand cube on a pedestal, there is HOM on the wall behind it. The cube linedef crosses the wall linedef without a vertex, which is invalid layout.
That grate in the blood (BLUE area) looks strange. Blood is not clear so should not be seeing the lower part of the grate. To cut off display of the bottom of the transparent grate, darken the light level on the far side by 1 or more (a trick to fix unwanted sector combining is to make the sectors have some little difference).
Layout looks nice, but it must be played using the save game.
Booby-trap play, especially in the Blue area.
Damaging sectors are inconsistent, especially in BLUE area. Flats that look like they should be damaging are not, and the blood is damaging in some areas and not others. Cannot avoid running through Blood, but cannot tell if it is going to damage or not, so more learn-by-dying.
The following comments are the personal opinion of wesleyjohnson, and are relative to my personal play preferences. I review the level as it appears the first time played. I view the save game as something you use to continue the game the next day, not as a tool to get through a level. To that end I will re-play a level as if I did not know secrets and traps discovered on previous attempts. Other people will have other opinions.
The first time playing the level it is die, die, die, because of all the traps. The traps got tedious. There is little opportunity for the player to choose how to play it, the traps control everything.
Teleporting two strong monsters immediately next to the player is a
Really appreciated having that area up by the yellow button, where the
player could clear out the monsters from long range.
Do not understand, why offer an orb in a crushing room, just to kill the player another way ??
I tried to run out quickly and that does not work either.
There is no way to get it, is there ??
I gave up on trying to get the orb.
Last edited by wesleyjohnson on Jun 20 2010 at 17:04