[ 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.3961983 [View]
File: 969 KB, 1920x1080, Screenshot_Doom_20170501_205543.png [View same] [iqdb] [saucenao] [google]
3961983

>>3959683
Played the first two maps since i had a little free time
Really enjoyed them, the visuals are very nice for my taste with nicely paired textures and the maps feel memorable layout wise. The only texture misalignment I noticed was on the side of the stairs in the outside level of map 1.

On UV pistol start difficulty is good for early maps, not hard but you can still die. Map 2 I feel is overloaded with ammo though, I didnt even use the plasma gun from the secret and continued rather liberally using RL but still finished with 15. A few of the medkits could also be replaced with stimpacks and maybe distributed a bit more evenly across the level, often I was at either 100% or very low % health rarely in between. The baron in the area with the lift going down after the yellow key could also be moved a little further away from the entrance to the lift so he doesnt jump in and block the player in it straight away.

Also a tiny suggestion regarding the monster placement, you could add some monsters to come into the final room maybe cacos as the player crosses the bridge and also make the monsters on these columns teleport in as you cross said bridge. I think it would be a cool dynamic to push the player a bit forward and put him in a tight spot at the end. As is you just kill the mobs on the columns without problem at an angle before crossing.

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