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/vr/ - Retro Games

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>> No.6737958 [View]
File: 1016 KB, 1141x612, 2048.png [View same] [iqdb] [saucenao] [google]
6737958

>>6737841
MAP01: This map's too filled with obstacles and decorations, like torches and the flying skull rocks; in the main area, I keep getting stuck in invisible walls and it's really janky. You need to clear the place up and widen the areas to give more space for the player to move, specially in the final arena that has an Archvile and Cyberdemon firing at you simultaneously.

MAP02: A little better than the first. The glowing room really needs to have the effect either lengthened or removed entirely, it's a lot on the eyes. It has the same issue with invisible walls and decorations. I died here due to the Cyberdemon.

MAP03: Better than the other two, but still shows the same issues. You really have a thing for spawning enemies in previous rooms and Archviles huh? The slaughtershit is really apparent here. I died twice and in the second time (to the Cyberdemon in the final arena) I decided not to continue because I was sure this was all the map had to show.
Also, again with the invisible walls that purely block visual areas in this level. What do you have against gameplay?

MAP07: Sigh. Don't you realize 2048x2048 is not enough space for slaughter? The player can't even use the Rocket Launcher without risking killing themselves.

Your tastes suck. These are the works of someone who puts visuals above gameplay, since the former is the only good thing about them and you obviously sacrifice gameplay for their sake. MAP01 and MAP02 both stretch higher than 2048 in length so if the project leader isn't a bitch he'll keep to his rules and disqualify them.
MAP03 would be the best bet since it's the easiest to fix and doesn't go past 2048.

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