The previous walk-on-water across the pit is one of the things that was objectionable. It contradicts other levels that are using Deep Water for nukage. If nukage is a liquid and not a solid, then the player cannot be walking across the surface.
The keys are only there because I could not figure any other way.
I tried for two weeks to figure a way across that pit that would not conflict with the Deep Water. An idea of putting floating objects to walk across on is still possible, but would be tedious to setup, and they would not look very much like floating objects (especially if anyone got in the pit and looked at them from below). The best alternative is to put in a fallen bridge. But it is difficult to put into Deep Water if part of it must stick out as the nukage level changes. I know enough about the difficulties to not try that casually.
I would need some greater encouragement. The major problem is that the linedefs that change flats are one use and not reversible.
Getting out the pit at the other end is also a problem. I played with various ideas such as, a lift (but the bottom would have to be solid, and it would have to come up out of the nukage),
some metal wreckage that the player could climb (would have to be solid beneath, and different parts would be exposed as nukage level changes).
With all these technical problems, it was much easier to find some way to use the existing passage around the nukage pit.
Does anyone has any better ideas and are they willing to spend the time and effort to implement them ?
The blue key is there because it allows the blue door to be used for deathmatch, while keeping it closed for single play. I tried other solutions but they had other problems. For design reasons that new room really should have a door to the center court. For game play it is necessary to keep the player from using it, so it is locked.
There are other ways to block it too, but a key was the simplest, and allowed the door to be used in deathmatch.
The yellow key does not have to be in the far building. I did not want to make it too close. There does not have to even be a yellow key, the player could just use the door, but that seemed too simplistic and totally removed the only puzzle in the first map.
I provided a second key. The player can lower the nukage level, jump in the pit to get the yellow key, take the health, and go down the nukage drain right to the door.
The second key in the far building is for those players that cannot bring themselves to jump into a nukage pit.
If you jump into the nukage pit then it does not play that differently than crossing the nukage pit (it still hurts), and you do not have to visit that far building at all. Could move that key around, but I placed it so it looked like stuff had fallen off the far platform. If it is placed too close to the first platform, then the player cannot see the key. The player could also jump from the broken window into the pit, grab the key and continue. They take slightly less damage that way.
This first time I played Map01, I spent 15 to 20 minutes trying to find the path to the far building. That is a frustration that a player should not encounter on the first map. The path may be long, but it is simple. The only complexities are to keep it from being too straight and boring. It could have been a walk across the surface, but that would have other problems with that broken surface, and in play would not have been different.
Last edited by wesleyjohnson on Sep 20 2013 at 04:01