You were looking right at the texture offset, too. After you kill the first Archie and raise the bars giving access, ultimately, to the Baphomet room, the very first stairs you climb take you right to the secret door. Indeed, the very first Imp that throws a fireball at you is practically right in front of it. Watching your FDA, I saw you right there, and figured you'd get it, but I'm glad I can still get you with that move every now and then. ;)
Demon of the Well said:
And just how does one get that blasted blue armor?
Thanks as always for your FDA and comments, they are enormously helpful, even if, as on this occasion, I'm taken out behind the woodshed and given a good caning. ;D At least I'm not alone this time. I will say that I agree with some of your comments but disagree with others.
First, the disagreement; I'm very, very happy with how this map looks, and also how well the look flowed between my parts and Phantom's. I am responsible for most of the map; specifically, I did everything except the western spoke that Cynical hated so much. I think you know me well enough to know that I never do mazes or use crushers -- except as decorations ala Pumping Station Hoedown -- but I really enjoyed what Phantom brought to the map precisely because I never do those things. I also really love his lighting. Every time I play that section, and every time I watch an FDA, I marvel at it. Some might view his lighting as excessive, especially the glow he pushes out from indented panels, but in real life, such a thing would happen. As a result, I copied that protocol behind the red door . . . a few times, anyway. ;D
Not surprisingly, I'm very pleased with the looks of my Baphomet Room, especially the ruined ceiling, complete with rusty ribbed structure, some of which has fallen into the nukage. It was all planned to go with the E4 sky, and I may be living in a fool's paradise, but I like it. ;) I've also seen a lot of cool skylights in my day, but never one quite like this, nor a Baphomet -- thanks, Antoni! -- with open jaws and a Hell Knight inside flinging largely harmless slimeballs. Another innovative detail, so far as I know, are the power cabinets I made from Tekgren3 with thick Tekwal4 cables up to the ceiling. I called upon my experience in the Navy aboard the battleship Wisconsin -- a WW2 dreadnought! -- and the aircraft carrier Enterprise, where I saw plenty of electrical cabinets and switchboards and cable runs, such as the red & blue cable run in one of the hallways, although in real life, they are always black. I retrofitted some of these details into Map05 of Abcess and E1m6/7 of Shotgun Symphony, but this is where I developed them. I suppose the power cabinets might have been what you referred to as Legoland detailing.
The way the team thing worked was that various people signed up for the project, and sgt dopey made the teams. I'll admit that I hoped I'd work with purist or cannonball, but Phantom turned out to be a very good partner, with expertise in certain areas of mapping that I don't have, and some protocols superior to my own. For example, instead of using annoying doors that don't open, he uses bars, which among other things allow a tantalizing view into the blocked sector, and also scream, "I am activated elsewhere," as opposed to pissing off the player when a door fails to open for no apparent reason. I picked up quite a few things from Phantom, and as it turned out, I eventually stepped in to help purist when his partner dropped out. That map was the only one ever actually uploaded to the Team thread, and I think it turned out pretty good. Not sure if you've ever seen it. I warn that it is also linear, because purist conceived it as a steeplechase where the player has to flee from a Cyberdemon owing to lack of the necessary ammo. Alas, Memfis and Hitherto both killed the Cyb before its time, so this version reduced the ammo a bit. It was tricky to make the map maxable and still a steeplechase. By comparison to my maps with Phantom, purist had a clear idea what he wanted to accomplish, whereas we just traded the maps back and forth and did our thing. Your mission, should you choose to accept it, is to check out this map of purist's and mine, which plays on Map01 and requires the cc4-tex.wad; http://www.mediafire.com/download/s...wprojectAGX.wad
I agree with you more on gameplay. Of course, it's linear, though I sought to create "location-optional combat" where I could. For example, when you reached the platform with concrete columns in the red door area, you had 2 stairways on one side, an open area leading to the rocket launcher on the other, a side area with 2 Revvies, and the columns themselves for cover. Thus, you can fight that area by going towards the RL, going down one of the stairways to the lower corridor, or by dancing around on the platform itself. But also, you have to deal with HKs, Spectres and maybe Mancs coming up the stairs, and so on, so a lot of different things can happen. When you and Cynical played it, things worked mostly the way I wanted, with a lot of fast-paced action. This was the first of the 2 "Windy Corner" areas -- referring to a harrowing action in The Battle of Jutland -- the other being the PE fight. I thought these actions were effective, as was the 4-layer trap, the latter less effective than I wanted it to be.
As an aside, sometimes, watching your FDAs, it's like you have a special deal with the Doom Gods, because when you set off the 4-layer trap, you stayed right there as Revvies converged on you from behind. If I do that, I get rockets in the back, but instead, at least one Revvie, rather than rocketing you, walked all the way around in front of you to deliver a punch. I was screaming, "Hey, no fair! Rocket him just like you rocket me!" ;D If I watch that FDA again, I'll probably realize that you backed close to the wall to prevent getting rocketed from behind. A ballsy move to stay there, in any case.
So, to summarize my views, I was happy with all the initial action at the start, in the western spoke, and the two "Windy Corners" and the 4-layer trap. After that, the Baphomet room, the PG area, and the final BFG teleport trap were way too easy. Not enough monsters, way too much health, and a flawed trap design with the 2nd Archie. You and Veinen both got off easy on that one, because you only faced the Archie, instead of also having 2 Revvies and 2 Chaingunners behind you when you teleport in. That's the trap I face every time, because I always clear out the entire PG and outdoor area before grabbing the Soulsphere in the Baphomet's mouth, and immediately teleporting to face the Archie. So part of the flaws you noticed are due to my kamikaze playstyle. I always attack my maps very aggressively, strategy be damned, so certain issues never occur to me. For example, when Capellan said my maps encourage door-camping, I had no idea what he was talking about because I never door-camp beyond, possibly, waiting a couple seconds before charging out. ;D The final BFG trap, the last time I played it, was easily cheesed when I ran back to the red door entrance and slaughtered almost everything from there. Talk about anticlimactic!
A few more issues, such as the overabundance of radsuits, are some pre-beta issues. I had planned on accessing secret areas from the hub room nukage, but in the event, never built those areas, and didn't remove the extra radsuits. This map actually never should have been done, we should have done a hell map -- the other one you played -- but because we only had 9 teams, and the progression was reverse-Doom 2 -- Hell, City, Starbase -- I assumed that being, originally, in the Map08 slot meant doing a starbase. Little did I know a full megawad was planned. Phantom was supposed to do the exit of this one, until we discovered our mistake and stopped working in order to make the hell map. ;D As it turns out, I'm happy we did the 2 maps. The problems in this one, apart from the blockiness and linearity that won't change, can be easily fixed with more monsters. I can put waves of teleporting enemies into the Baphomet room. I have 2 completely empty, large teleport closets to work with and can easily add more. I can add Archies as you suggested, or Cybs -- already added 2 in the helipad area -- or maybe 4 PEs. And of course, the BFG trap will now be much more severe, including hitscanners guarding the doorways, at a minimum. And so on and so forth.
I'm also a bit better of a player than when I designed the map, so I want something more than this, which to me is more an HNTR-level challenge these days. This was also a pre-Zerk era map, so Pinky-punching is not provided for. By contrast, I put my very first Zerk/Pinky trap in purist's map. I mainly have the DWMC to thank, along with playtesting Concerned, for sharpening my still-meager skills.
Anyway, sorry for all the babble. The next version of this map will be more savage, I promise you.