Thank you so much for the feedback, this will really help for the next version of the beta.
OK cool, I beat this last night. Overall I liked it, I don't think there were any bad levels, just a few overly simple ones in terms of layout or gameplay. About a third of them I thought were really good, and since they're all pretty short even the less good ones don't drag on or anything.
Some per-level issues:
No blue key needed? I can use the exit lift without it.
Doom of the Dead
I really like this map, it's got a great feel to it and good use of ZDoom stuff, but it's very easy. While easy levels are fine, I think this one would really benefit from being harder. The zombies are very easy to take down. Normal zombie tropes: having massive swarms of them, having them hard to kill, or having very limited ammo, any of which would fit here and enhance the mood.
Sounds are weird - normal zombies use demon bite sfx to attack, boss zombies use scratch sfx for a punch.
The boss zombies are super easy to beat because they don't do damage in their jump-attack until they punch, but when they jump into you it stops their forward motion entirely. So you don't have to dodge them at all, just stay near them and back up a bit once they've collided with you and they whiff completely.
>>Zombie Attack sound fixed, and i'll try to make the zombies more threatening
Very E4, complete with orange sky exit :D
The green area w/ blue key really needs some more contrast, either with lighting, or some texture variety, or both. It looks super plain and could be very easily fixed.
>>thanks! let me play around with the lighting on that area and see what i can come up with.
Fortress in the Sky
Instant death floor is appropriate, but it looks weird being at regular floor level. The player should fall a little bit at least; likewise if you kill imps and knock them off the edge, their corpse just "floats" there. There's lots of ways to do this without changing the look of the islands, especially with ZDoom, I can show you a few if you want.
The exit sequence is a little weird, why not have the teleporter exit the level? Still one of my favourite maps here overall, it looks great and is a nice challenge.
>>Sure you can go ahead and show me a couple of examples just PM me :D.
I played this one without mouselooking at the boss target, otherwise it's way too easy. You could fix this by having a narrow opening to the pillar, so that only rockets fired from the lift will pass through and damage the boss.
>>I'll go ahead and fix this as well.
The chainguner trap at the end is nice, but the player can get stuck if they go into the lifts where the chaingunners were.
Textures are nice here, where are they from?
>>>That has been fixed now, i don'y know why i used lift instead of lower in the first place :(
I have to say that I don't like the spiderimp things, I think they look and sound quite goofy.
Secrets are very easy to find on the automap.
This looks nothing like a Petersen map, the texturing is too uniform :p It's a good layout though.
>>Well the level was supposed to be a goofy "sandybox map" but quickly got a life of its own and became a miniature odyssey of noises.
Some kind of /|/|onster
Ended up being one of my favourite maps, even though it was a speedmap. A lot of cool ideas in here.
>>Thanks! this map was a lot of fun to make for TTV.
The white Nazi miniboss (otto?) is the wrong scale, he looks like a chibi enemy. Also when he shot me I got the message "plums rode plums's rocket". Nice subversion of the usual Wolf3D levels though.
>>I'll get Otto fixed up.[/b]
Last edited by jazzmaster9 on Dec 15 2013 at 03:30