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>> No.3793060 [View]
File: 282 KB, 1280x720, Screenshot_Doom_20170211_105546.png [View same] [iqdb] [saucenao] [google]
3793060

>>3792876
Neat map, I like the concept you're going for

I wouldn't use FLOOR1_1 all over the base as the repeating texture looks tacky, especially when you already have that awesome embossed UAC symbol - use FLAT14 instead

Pic related happens on software mode (right side) when I think you wanted the effect on the left side which I did by drawing a 32x32 square on the ceiling above the tech pillar and raising by one unit

Having those friendly marines start outside creates a silly scenario where none of the monsters are alerted while they are being gibbed by the endless rockets. Shooting at the player spawn point does alert them so maybe you can force the player to shoot somehow, such as a "broken" switch for the first door that only works by being shot at

The gameplay isn't too fun as hellknights/barons aren't threatening on their own, the first marble room was however, as it was just the right size for a rocket battle - not too large that it becomes a cakewalk and not too small that it is frustrating, add a couple of pinkies between the hellknights and maybe a knight at the opposite door facing the player and see how that plays

Same issue with texturing here as the base - you rely too much on DEM1_5. Marble textures are among the most interesting and there's plenty of them, I'm sure you do better anon

Some work to be done but all in all its not much and you'll have a decent map soon enough

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