Ok so I just tried to get through v1, save and reloading. I got to the beginning of the blue key part when I missed the invuln in the pentagram (make that more visible - raised up and higher sector lighting) and so wasted the rad suits. There are a bunch of things I think could be worked on.
First; the yellow key side. I did this before the red key, so perhaps that affected ammo balance in that part, but there are some filler parts like the pain elementals and the part with the megasphere that teleports you to a room with revs in the middle that could probably be cut. There is also a problem with the section with 3 archviles and a bunch of hell knights - the block sound lines unfortunately make it easy to just run up with the bfg, get 2 shots off, and kill the archs before the hks can do anything annoying. Perhaps a similar problem with the chaingunners being easily picked off by shotgun (not double shotty) fire from the top of the drop afterward, and only 2 archs in the room with the stairs after? Not too interesting. I felt the yellow key room itself was fine, needing a few tries to figure out.
Now the red key area - this was mostly fine, except for the hk mob before the key itself. It took a ridiculously long time to kill them with rockets, and required some strategic running around to finally unclog the first stair split so I could reach the megasphere again and the plasma cells. I think there are so many because the cybs need to infight, but I think there are about 20 too many and it'd make the fight a bit smoother if there was actually room to run past them. This would free up a bit more ammo for the barons and mancs, as well as the hks in the wall alcoves with the rocket boxes. It'd be nice for a little more health, but it's doable.
And now the blue key. The part with revenants and the deep floor level differences confused me at first, but then I developed a heated rage for the encounter once I released the archviles. There is nothing worse than not being able to see in a game that requires precise positioning, firing, and aiming, and it's a constant battle to find yourself in that mess. I finally beat it after at least 15 minutes of save reloading on that part alone, but it could really use another megasphere on the side you first come through, opposite of the switch. Then there is the part with the invuln that I beat using all the radsuits and no invuln cause I couldn't see it, and that's where I had to iddqd and I think the map started to regress. Around this point is where I'd say cells should be the majority of ammo instead of rockets, but there is barely enough of either, or at least, there wasn't after taking the place down without the invuln (wasted a good 4-5 bfg shots on the cybers). The rev horde you go down the stairs into is really hard to fight because you can't shoot down the stairs, and they take a while to actually get up it. The part with the revs and archs in the imp pillars is a bit meh but could work with a few of the cells I wasted. Then there's the drop. THAT should be 80% cells/ 20% rockets. If not, cut it. At that point in the map, it's really dragging on and not really interesting. I can't quite remember what happened after the archs and revs switches, but the final room is a letdown. Too few cells, not enough stuff on the ground, and really thin walkways that belong in a slower paced map really bring it down. The bit with the zombiemen/archs doesn't belong in a map like this, and I think I'm missing the reference with the imps in the stands, if there is one. The horde of cyberdemons to finish is ... predictable, if tedious. Having the cells behind them just lengthens the time to kill them all. There is really nothing scary about cyberdemons in an open area, no matter how many there are, as long as you strafe properly and aren't going to be late for something.
Some detail notes:
The beginning is fine, parts I did not mention were either fine or so bad the memory got erased (kidding, probably just forgot). For midi, I'd suggest something deep and foreboding instead of fast-paced, brinstar is ok for this but you could do with something different. I'll look through vgmusic and see if I can find anything.
- I think the yellow key room is a bit meh and could use some wall detailing, try and hide the secret teleporter a little.
- The switch opening the bars that lets you jump out of the yellow key area could use a bit of decorating, although I doubt there's room.
- The red key alcove looks a little bare but it's not a big deal.
- The romero head room is cool, but the head itself is a bit silly to leave out, maybe we could replace the head sprite with something interesting to kill? Like a giant beating heart, or brain, or something.
E: Here are 2 midis I think might work, they're not too great for a long level though.
Last edited by ArmouredBlood on Dec 27 2012 at 11:10