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/vr/ - Retro Games

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>> No.2091080 [View]
File: 2.47 MB, 320x240, 1024MAP01-135.webm [View same] [iqdb] [saucenao] [google]
2091080

>>2090459
>Hello folks, felt in the mood to whip up a little 1024 map this afternoon, so I did. If you guys wanna check it out then I would be happy to hear any feedback you may have!
>http://www.mediafire.com/download/5s881kqcqzi6ct6/1024MAP01.wad

demo (second exit): http://temp-host.com/download.php?file=jb69vj

i think the point of a 1024 map is to compress as much map as possible into the space; to reuse areas multiple times repopulating them with teleporters, and to generally give the sense of a large map occupying a tiny area. for this reason i tend not to like them, i dislike excess crampedness. yours in contrast just felt like a small map that just happened to be arranged inside a 1024 square.

shotgun only, but nothing bigger than a demon (pinky, whatever you want to call it), no slowly plinking away at high-HP monsters as tends to happen in some shotgun-only maps, but at the same time, a little bit too easy. i think you could have had a single higher-tier monster in there as a level boss. for example: a hellknight/revenant/archvile (take your pick) in the closet that opens when you pick up the blue key, but placed behind a single-use monster-only teleporter line, which immediately moves it to the vicinity of the player start, or the exit bars.

anyway it was quite enjoyable, so i recorded it.

technical note: you only need to tag the sector containing a teleporter destination. not the surrounding linedefs as well! in particular your sector 50 is correctly tagged 6 but its surrounding linedefs 196-8,201 do not need to be tagged. in general, if a linedef has no action, it does not need a tag number (although there are exceptions, e.g boom's silent line-to-line teleporters)

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