Thanks, my goal is to make efective traps in a way that the player got surrounded or attacked from at least two sides, without compromising the layout, avoiding orthogonal rooms.
I'm usually bored-stiff while playing maps filled with predominantly low-tier monsters, but maybe if more of them were like this I could come around :)
Nice dickish traps, many of them are almost proto-slaughter in design, good stuff! Also it's throughly amusing you decided to make an entire map out of doortrak...
hehe, it seems doortrak worked, honestly I was prepared for comments like, "it's too dark, bad choice, fap fap fap". BTW I'm taking your advices, the levels are noticeable linear, I'll try to make them less linear onwards, because I like non-linearity too. About multiplayer stuff I care but I'm a newbie on that, I mean I think I'll have to move the starts to free some players, I've never played multiplayer with doom, I don't even know if the keys are needed (this goes to the confessional thread). About variety, you'll see, every level will have it's own feel. I laughed watching your map05 demo, when you were fighting the hell knights in the yellow key area and suddenly those demons started biting your butt and then you desperately tried to escape avoiding the hells knight fireballs backards, that's the only way to do it.
Hey, I liked this a lot. I was very skeptical about the gameplay at first, I mean it's so "scripted": linear maps with one arena after another, and with traps everywhere. But somehow I found the wad very enjoyable. Each map has a unique visual style that feels fresh because of unusual texture usage. I particularly liked the design of map02: who would have thought that DOORTRAK could make such interesting areas?
The difficulty wasn't terribly high for me (I think I died only one or two times) but the levels certainly required some effort to survive and I could never fully relax. Ironically, I found the megasphere traps to be some of the easiest, maybe I was just lucky, I don't know. You can watch the demos of my playthrough recorded in prboom+ and see for yourself.
One thing I'm worried about is the multiplayer compatibility. You have a lot of places where the player gets blocked in a small area and he has to press some switch to open the way. This can lead to problems in multiplayer because what if that player dies? Then the others will not be able to progress further. So please think about it while designing levels if you care about multiplayer at all. Like, if some door closes behind the player, open a teleport nearby so that other players could enter the closed area too.
Oh, and the new midis... Umm, I'm not really good at commenting on music, I either like how something sounds or I don't and I can't really elaborate on that. :) And these tracks are pretty good in my opinion, 04 is my favorite I think.
I'll be looking forward to more levels, you've got something really cool going on here. :) Perhaps some variety wouldn't hurt though, you could try making less linear and less trap-oriented levels.