Thanks Steve, you've made my day. :) And its been a crappy 2013 so far for me.
Hey, marysson. Iíve been reading this thread, and even though I donít have time to take on a megawad right now, I thought Iíd do a God Mode looksee at the first few levels. Even though I didnít play them, I can offer a few comments.
First, based on some of the posts, I wasnít expecting much from the architecture. I was pleasantly surprised, but then, I like epic scope. I thought your designs were very good and your layouts looked like they would play quite well. Indeed, after running through the first 6 levels, Iím astonished that you could design so many good-looking maps so rapidly. Cheers, dude.
I could also understand some of the complaints. Large numbers of monsters, especially tough monsters in large, open areas, with more monsters sniping from above. Lots of what I call the ďarea-control monstersĒ Ė revvies and chaingunners Ė and Iím sure Iíll encounter arachnotrons in time. They control areas because they can either keep continual track of you, or they shoot homing rockets, obviously. Not sure say I wanna tackle these levels on UV. ;D
I objected to some of the elements in Map01, specifically the fenced-off edges on the moat and the unnatural teleport lines that prevent you from wandering around the edge of the castle. As a player, I strongly dislike artificial barriers to my movement, and nothing bugs me more in this respect than invisible impassable lines or teleports in open sectors. If you want to stop me from wandering the edge of your castle, put a wall there.
In one of the later levels Ė 5 or 6 Ė I was charging up one of the very steep staircases when I heard a chaingunner I couldnít see. I played in Risen3D and wasnít looking up, but I soon came face to face with the critter. This is where complaints about needing Mouselook come from.
Itís cheap to kill the player in a dark room by using a crushing ceiling with a massive width. Probably most players hate crushing ceilings. However, your outlook on design is yours. Back when mastodons roamed the earth and I was mapping for Realm Of Chaos, my design goal for UV was to kill the player 3 times in each level. I may not have achieved that, but itís what I wanted to do. I would die many more times than that in your levels on UV, but if I donít like that, thereís always HMP or even the ultimate shame of HNTR. ;D And this is Doom, after all, not Tickle Me, Elmo. If you wanna blow the player away by any means necessary, thatís your call, but be prepared for push-back and consider whether you want to alter your approach.
The matter of pushing switches to activate rapidly-rising staircases Ė you might have gone to the well too many times on that one.
Looking at your levels in DB2, they are much simpler than I expected. That means you got a lot of work out of your lines and sectors. Cheers, again.
This is all I can really say without actually playing the maps, and that wonít happen for awhile. Real Life, as they say. ;) But based on what Iíve seen, I want to see more.
My advice with the comments mirrors what others have said Ė take the constructive ones to heart and ignore the trolls. Indeed, be happy you even get comments. I put up my Disreali map in 1999 and it got its first comment a few weeks ago. Yeah, 13 years without a comment! :D Happily, it was a very positive review. Iíve also been happy with the comments on my new map, Elfkill. The reviewers pointed out serious technical flaws, so I fixed them. The whole process worked very well.
One final note Ė if you didnít have your maps playtested by other Doomers, consider doing so in the future. Might be difficult to work out a schedule, but it could help sharpen your designs.
Really good constructive criticisms as well. And yep, you will see more from me this year, but even better based on this learning experience.