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>> No.9575568 [View]
File: 2.95 MB, 640x480, Garmonbozia_Pacifist.webm [View same] [iqdb] [saucenao] [google]
9575568

>>9575251
I'd say it's a pretty good map overall, the combat was intense but not too unforgiving and it's clear you gave a lot of thought to the layout of lines of sight and such. There are a fair few problems too but most of them are technical. I'll try to cover them in order of appearance.
There are two switches buried in the floor that can be hit preemptively since Doom doesn't perform any vertical checks when the player uses things. This means you can skip several fights just by knowing where the lines are. Here's a pacifist run abusing these triggers just to show them off. If you want to prevent the player from hitting something you'll need a solid wall in front of it even if they can't see it. You can softlock yourself with the door at the start if you run back fast enough. In general doors closing behind the player are subject to these kinds of failures unless they're really far away so it can often be a better idea to just make a ledge that's too high to climb back up if you want a locked arena. If you're careful you can pick up the rocket launcher before you trigger the nearby door and make that fight slightly easier. The sky wall on the south side of the map creates a hall of mirrors if you use a software renderer since it's just an untextured, one sided wall rather than a descended ceiling. The lift for the plasmagun doesn't really read as something to interact with, It'd be more clear if you had only one switch that was more visually distinct.You can jump over the ledge protecting the secret area without shooting the switch by running off the nearby staircase, I actually thought this was the intended way to get it at first. The bfg kind of trivializes the end fight. I think it'd be cool to remedy this by putting a trigger in the secret area that adds more enemies to the end fight if you go there. The switch for the crusher at the end doesn't animate since the upper texture is also a switch (idk why it works like that).
cont.

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