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/vr/ - Retro Games

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>> No.7387137 [View]
File: 1.15 MB, 1920x1080, doom03.png [View same] [iqdb] [saucenao] [google]
7387137

>>7387025
I noclipped through that and continued the map. As for bugs, The hellknight in the first screen I posted (doom01.png) at the top is stuck in place and the hellknight dead center of this screen was stuck as well. Maybe more up top in this room that I didn't notice.
As for my opinion on the map, obviously this room is the main attraction. I really liked figuring out a strategy and the cyberdemon and archvile sniping you at the same time really put your spacial awareness skills to the test. I feel like the hellknights around the perimeter above you don't really need to be there. Their projectiles are a non-issue since the cyber and vile are way more threatening and are already forcing you to move constantly, the real threat they pose is blocking you while running to the teleporter. I think imps or pinkies would do this same job well enough while making it so you don't need to spend as much time cleaning them up after most of the real threats have been dealt with. The rest of the map was fairly easy outside of the cyber at the very end, I feel like he has too much of an opportunity to get a cheap shot on you as you're teleporting back. Maybe spawn him in after the player gets there.
Good map overall, felt short enough that even with the big room being a bottleneck it should still be possible in one saveless run, and it had a good use of a compact space and a good use of a fairly low monster count.

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