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>> No.4180724 [View]
File: 2.84 MB, 320x240, sar2M8v2-1.webm [View same] [iqdb] [saucenao] [google]
4180724

>>4179691
>I'll probably replace the torch with a candle or something.

i see you have done this - thanks, the secret is now accessible. may i suggest though, making lines around the teleporter impassible to monsters, so you don't have to chase them down if you want 100%? it might also be nice to not have to run up the whole tower again after teleporting down. although it turns out the inner walls angle happens to favour wallrunning.

>Climbing the tower was probably to give more of an actual "tower" to the map. I'll see what I can come up with to make it more intresting and/or rework it.

it looks a lot more interesting now with the extra detailing, and there are things to shoot on the way. a shame that two of them are barons, whose high health means the ascent cannot be as pacy as one might like. i guess this is where doom1's (lack of) monster variety is detrimental.

>If you can pop open the map, and highlight some key areas with any potential legend (ae: highlight in color of severity), that too would be very essential.

not sure what you mean. i just do playtest recordings :)

>I'll update the WAD and download link. Quite a few visual changes and tweaks, consider giving it another quick run and giving a comparison notes.

at the tower top, actual live barons attacking from behind dead baron decoration textures was an inventive if rather counterintuitive idea, and quite dangerous. on the other hand i think having both a bfg and an invulnerability makes the single cyberdemon an easy kill.

earlier in the map, it seems monsters around the red key are just kind of there. they wake up and wander out of the room, leaving the player to go in later, get the key (which looks like setup for an ambush) and wonder why nothing happened, anticlimatically. although perhaps you didn't want both sides to be an ambush.

i don't see why so many lines around the blue key need the lower floor action. it causes an excessive amount of loud clunking.

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