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>> No.6647282 [View]
File: 604 KB, 1920x539, tinyfrag01.png [View same] [iqdb] [saucenao] [google]
6647282

>>6643168
CHARCOLA - TINY FRAGMENT

This one has some potential, but as-is, it is unfinished and not up to par with other entries, mainly because of the hideous texturing.

The textures are TERRIBLE. You have some gothic textures, some tech-base textures, what looks like downtown textures? Make it all gothic. It would look good as all like grey castle stonebricks. There are numerous places textured as doors that are not doors. Get it together, man. The wood sections look cool and fit nicely with the gothic theme.

Look at the two pictures in pic related. Look at the mess of textures in the left pic. It looks even worse full-screen. And what's with the "sky"???? Look at the right pic - you have steel walls next to all these stone textures. The inside of the room in the right pic looks good; you could use that as reference of what looks good and expand upon that theme.

The map on skill 2 is very empty and needs work. It left a bad impression. Thankfully it played a lot better on skill 3. Skill 4 plays identically to skill 3. Is the only difference you added 13 more shotgunners to that teleporter section? That section is very boring - you just sit there and camp the single teleporter destination waiting for it to empty which takes like 20 seconds. Add more teleport destinations and a larger variety of more lethal demons. Two mancubi spawning in separate locations would be far more lethal and interesting than camping that teleporter for 20 seconds.

The starting gimmick with giving you no weapons except a rocket launcher played out well. I think you could expand upon this theme and make the map more interesting by removing the starting shotguns to force the player to shoot the enemy shotgunners with the rockets to acquire the shotty.

The two green armors are way too close too eachother and redundant. Remove the 2nd green armor by the stairs.

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