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>> No.9989174 [SPOILER]  [View]
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9989174

>>9989092
>start of the dog area
"dog waifu area" made me think of the sector art portion, not the secret, sorry. I didn't think of it as being tight, but I also used the pistol for dealing with the regular zombies and saved the shotgun shells for imps and shotgunners. I'll add some shells next to the shotgun I suppose.

>I did not expect that and got a lot of my HP gone.
Thinking on it, it has a very wide opening to attack the player with little ability to break line of sight quickly. I might replace it with a mancubus with this in mind. It would keep it as a bit of a suppression while not being able to snipe you all the way to the shoulder section.

>it's very palette poor
This is a combination of the source level and it being underdetailed from me rushing it out for the deadline. Most of the things that would add constrast are purely decorative and didn't make my initial cut.
The original map has areas with banners, crests, and some reddish brown brick floor squares like the carpet in the soulsphere room. Additionally there's supposed to be boarded up windows, unusuable wooden doors, and some other decorations like in >pic related

>secret
My thinking was that since the pad is right before the pillar, and it teleports you near the open door, it'd be enough of a hint along with the previous areas showing the pads do that. The real reason for it is to add a bit of interconnectivity and act to show that the pillars have ports between each other. I was also very concerned about the maze being very annoying, and the pillar acting as a way to fuck off from it was intentional. It honestly doesn't matter too much to me that the player understands exactly what did it, and more just happy about finding a secret, getting the soulsphere, and being out of the maze. If nothing else I consider it much more fair then some of even Doom 1's secrets, like the elevator in E1M1.

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