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>> No.42443887 [View]
File: 13 KB, 228x216, cromartie bastard.jpg [View same] [iqdb] [saucenao] [google]
42443887

Seen the feedback by this champ on my WAD
>>42359748
-In regards to the red key door, what is intended to happen is you pick up the key, the door auto lowers and you move on. The map was made in udmf which allows for thing triggers. The same happens with a shotgunner triggering a door in the cathedral at the start when it dies.
The red door is set to trigger on key pickup. Beats me why it didn't trigger, I'll probably stick to regular doors as that particular door was a bit of a last minute addition so I didn't build it like I normally do.
-Yeah dying slowly kind of blows, I wanted to simulate being in a vaccuum but it probably would have been better to just prevent the player falling off unless it's a trap
-None of the geometry is actually broken, that's actually me setting the textures to sky on the bottom then raising the floor to make it seem like the base is floating. This probably ties in to keeping the player on the platform because otherwise the illusion falls apart
-Yeah I know the palette isn't quite right, I did try it with the og palette but it's like 90% gray if I set it to that. Probably my fault not using the doom colours but idk how to force an image to a palette like that without being borderline colourless like I mentioned
-As for the difficulty I think that partly had to do with there being no space for monster closets so I resorted mostly to teleport traps or just fitting as much as I could into a room without it being too much

Thanks for the feedback though anon, appreciate it.
Apart from map making errors, I think the main takeaway here is difficulty tuning and preventing players from falling off stuff they probably shouldn't be able to.
If any map makers have further advice feel free to give me it. Currently doing sketches for a spooky graveyard map but I want to use some additional textures for this one, getting a bit sick of base doom textures atm.

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