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>> No.2428543 [View]
File: 2.84 MB, 320x240, iinvjp.webm [View same] [iqdb] [saucenao] [google]
2428543

>>2427929
>http://a.pomf.se/iinvjp.wad
>hello please rate my map
>it is the second map i have ever made
>tested in chocolate doom and works fine

http://a.uguu.se/yfbcjg_iinvjp.lmp

first attempt, finishes in 5:54, cautiously taken as i had read the previous comments regarding difficulty. in retrospect i was perhaps a little too cautious; i was spoiled on the blue key trap but the sight which greeted me beyond the blue door gave me slight pause.

you've obviously gone to some effort to detail the map and it shows. although i still think these days especially it has been done far too often, and become cliche, to cut around the hexagons on FLOOR4_8 et al.

the problem with the walls around the door mentioned by >>2428046 is that the walls to its right are double-sided, creating unclosed sectors, 3 and 15; remove the back sides from lines 86, 1284, 118, 88, 120, and 121 for the former and 89, 92, 115, 91, and 1285 for the latter; do the same to line 125 after flipping it (it faces the wrong way, into the void, instead of away from it)

i also noticed the METAL1 textures on the "inside" of the bridge (lines 272 etc.) are not aligned; METAL1 is unfortunately one of those regularly-patterned textures that looks awful if misaligned. also, the inside of the bridge should not have tag 1.

moreover, you do not need to tag type 1 DR manual doors - the whole point is that they work on the line's backsector.

finally it is unfortunate that the player cannot get back up from the exit once having jumped down there, obviously you don't want an easy way to retreat from the monsters but perhaps consider adding a second teleporter alongside the exit which becomes available via the same switch.

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