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2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

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>> No.9166815 [View]
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9166815

>>9165423
Alright, played this twice. Really good.
Tough and cool level, you keep going between rocks and hard places. There's very little calm, the map remaining hectic and pressuring for most parts, the fight in the last big room is a precarious balancing act. The music suits this level very well, it helps form an oppressive atmosphere.

I would suggest for the sake of GzDoom play (no infinite height monsters), to maybe add a Stimpack on the pillar which lowers for the Yellow Skull Key, just because this one room is a lot harder than in Woof/DSDA. If you think that'd affect the gameplay too much, potentially maybe some solution which only functions on GzDoom's end could be thought of, maybe one is stored outside the map and it can only be released with a ZDoomism or something.
I don't want to suggest to change the monster setup though because it works very well in Woof and I think it's very good, worst case people can deal with it.

The hidden and long path to the Secret Exit is gnarly as hell, and also hard, VERY hard. For the trouble you go through to make it to the other side, I think you should give the player a Megasphere or at least Soulsphere at the end before the Secret Exit, if only because they're likely to be dying from the hurtfloor by the way over there (maybe some health bonuses along the way on lower skills). Potentially a Death Exit could exist at the halfway point somewhere if the player wants it easier, then they can get to the secret level but don't get to carry anything over for progressive play.
Cool place to find a secret level in.


Nothing really much for bugs. Those secret switches are segmented up, meaning you'll press one and activate one of the 1 mapunit wide parts of it, not sure if that's intentional. Could be solved by making them sit 1 mapunit back so they can be a single surface, though that'd make them slightly more obvious.
Start and exit should use the warp pads.

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