[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.10029213 [View]
File: 791 KB, 1920x1080, dsda-doom_U0e7y3CKEV.png [View same] [iqdb] [saucenao] [google]
10029213

>>10029052
Alright level. The starting room is boring until the green switch that raises a wall and forces you into a very short arena fight with two hell knights. I think the starting area could be utilized better, it's quite massive.
Why are there lasers in front of a switch? I thought for sure that they were either an invisible wall or an instant kill trap, so I looked around the map for 2-3 minutes with no clue what to do, until it was my last option. No reason for those to be there, is there? At that point I don't know what the green switch did, exactly.
The AK-15 arena was fun. You had the right idea starting the fight while the player is on the middle of it, something you unfortunately didn't bother to replicate with the blue door, which just leads to door combat. I utilized the starting room to safely snipe most enemies before actually entering the new area. It was quite anti-climatic, for the AK-15 fight was much better.
The level almost looks like it's in fullbright, if not for very subtle and hard-to-see few lighting differences and details here and there. You didn't bother to make it so that the floor lighting wouldn't affect the ceiling, something that Boom can effortlessly do, and there's even a workaround for in vanilla. I'd say the visuals aren't hideous, but they're passable at best. Short and sweet level.
My FDA: https://files.catbox.moe/vlntro.lmp

Navigation
View posts[+24][+48][+96]