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30 Sectors: A Community Project for Boom (Limit Removing) (Closed)


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I actually caught wind of this project a few days ago, and started working on a map. It's almost done, and I should have the final map done within the next weekend or so. Still need to fix a few textures as well. 

30sect.gif

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16 hours ago, Raith138 said:

I rewrote the OP to hopefully contain clearer rules.

 

What about the "limit-removing" part in the title? It's a Boom project, correct? I actually didn't noticed the "Boom" part at first and started my map in Doom 2 format. You should clarify what format you want the maps to be in, not just in the title of the project, but in the main post as well, it should be the first thing in the guidelines. Also joining and merging sectors is a different thing. It's self-explanatory than you mean "joining is encouraged", but you should still edit this, to avoid potential confusion.

Edited by Tangra

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Updated, thanks to @Doomy__Doom for latest batch of feedback

30sec_alexsa2015sa_map18_v2.zip

30sec_alexsa2015sa_map13_v3.zip

Also @Raith138 can I move my Map09 slot to Map13 slot; trying to fix UV to lower difficulty just made a mess.

 

Also walls of text. Who does not love walls of text?

Re: feedback:

Spoiler

 

 

On 9/9/2023 at 6:43 PM, Doomy__Doom said:

Authentic experience victim here. Haven't played v1. Overall, I would describe my experience as "this is an oppressive map that you initially learn/route". Presumably, that's by design. Sector usage is art (and even more so in the other map) and arachnos just outside autoaim if you want any safety are exquisitely mean.

 

1) SSG/north path is much harder than PR/south one.

...

 

 

2) 2 shootable switches soulsphere secret feels way more obscure than the reward is worth. Also, the switch by SSG route/blue lift is higher than pistol's aim line, it can only be shot with expensive shells via SSG spread if playing without vertical aiming.

 

3) I have no clue how to lower tag 7 crates leading to blue armor secret TP. Looking in UDB, I only see a switch action to lower them from inside the secret.

 

4) I played HNTR after UV using ssg route without secrets, and I'd say some ammo is over-removed there. I was completely dry entering PR area from YSK side.

 

I definitely recommend a higher slot, if you plan on keeping current level of challenge.

 

I played this one first prior to 09, and this one was pretty alright. A couple rough patches where you can wander into death, but this was a level I could "just play" rather than soulslike'em'up.

 

1) I don't see a good reason to withhold chaingun from UV or HMP. To wit, I grabbed one through blue bars from the initial chaingunner, and it didn't ruin the map in any way. Being able to kill pinkies/specters with bullets with sane TTK is hardly a problem.

 

2) The first vile encounter was kind of mean (was hanging out around chainsaw pentagram thing, not sure how it got there), what with not having any guns up for the job. I wouldn't say it's extremely oppressive, but certainly resulted in cheese being the primary option.

 

3) I did run out of ALL ammo at the tail end. I didn't use zerk for anything at all prior, as the map didn't really make an impression that I had to. Maybe a small safety net for the finale is due, or maybe I should've controlled the viles better. Hard to say.


The Lava Skull:

- 1) Difficulty: I have always ran away during my testing, because cacodemons always get stuck inside caves easily in spite of my attemps to give them a way out which reduces the back pressure a lot, but not entirely, and generally just ran through the crate area gunning down chaingunners alone (arachnotrons are wonderful for infighting). Two options I had was to either make south route that much harder, or somehow neutralise cacodemons, with the latter being worse option because they are non-ambush and are released for incidental combat later... mostly catching plasma from arachnotrons and infighting. An actually positive outcome for south route if anything.
I revised the map a bit more, mostly making the south route harder, will note that I still believe it necessary to keep the SSG route as a harder one, because it is faster to speedrun due to red skull backtracking taking a chunk of time.

 

- 2) The 2 shootable switch secret should be more obvious with new changes, since you get to look at the first switch on your way through SSG route. Still, it just feels wrong to put a megasphere with this low monster count while the other soulsphere and the blue armor secret are about as difficult to access. ...Look, I have a problem making easier secrets, they feel too cheap.
The use of SSG to hit secret was intentional initially, but there are so many other sectors I actually managed to get rid of it.
- 3) The crate doesn't lower; not in the least because it is all of the crates down there and punishing player for finding a secret by utter lack of cover is pretty cruel, which was not the intent. The teleport sector is actually a GR door instead.

- 4) Ammo was returned and armor/plasma was placed elsewhere; might needn't have moved the south armor also downstairs. Still short on shells to kill cacodemons without pushing forward or infighting, but much better overall.

Notes:
Still not satisfied with The Lava Skull, previous version was OK but now it bothers me in some way I can't put my finger on, so feel free to comment.

 

Redflower Computing:
- 1) Fair point on chaingun. It gives a significant advantage over shotgun in that it has no cooldown and can stunlock things and so is much safer vs formers, I still placed two chaingunners in easy reach and every other stunlock-prone thing is after that. Also, it's 40 extra bullets.
- 2) Archvile that isn't part of final wave is set to ambush and its closet opens at the same time when you cross the chaingunner bloodfall/pinky closet line, so you might have missed it while backpedaling a lot or didn't notice when backtracking past; there is *also* a teleport line that delivers it to pinky closet, from where it usually goes west to the bars, where it can teleport to chainsaw/soulsphere pentagram... there is a lot of teleports here. And yes, if you used neither blue nor yellow keycard you will have no heavy weapons at this point; the red key entry segment is basically four ambushes back-to-back, with the only other way to make it even worse is routing past yellow door into compblue room which makes you trigger them all at once with the only other option involving a monster opening the door to escape.
- Ammo was rationed here, yes. I erred on the side of placing it early and only counting the single-barrel ammo value; later rooms near red keycard were pretty bare as far as ammo/health ratio goes. If you pick up everything, there is enough to take out final archviles while being slightly careless about it, but likely not enough if you also insist on shooting harmless demons and painful dozen of lost souls.

Using specifically single barrel for whatever reason and not using berserk and chainsaw does mean little safety net, worse if you skip SSG area outright; getting SSG sooner saves the more ammo the sooner you do it, but it forces the red key ambush sequence next. So, there is that.

The final wave, outside archviles, is predominantly demons and lost souls either way, so the goal is really about being able to kill archviles before they cause too many ammo depletion. Twenty rockets is usually enough to do this, provided you don't retreat too far.

 

 

I've promised to say things about other levels, I am saying things. Surprisingly, even some positive things.

Map08 Box @scientifikgenius

Spoiler

Quick and simple slaughter-lite; very lite, I guess, given it is mostly imps and demons. Once you survive the initial box the infighting monsters basically play themselves out, no shooting required except to carve path through imps and demons in case of emergency cornering. There really isn't much interesting about layout and practically no sector merges, which is fine I guess, not every map needs to be an absolute monster with hundreds of subsector merges.

- Depending on whether you want to force the player to actually engage with the demons, shrink the extra space provided when the box opens. The starting box with attachments is just small enough to force player to enter combat, while the current larger one is too big and it becomes pretty easy to just circlestrafe without player really needing to do much of anything until things die.
- SSG only feels to be present just because, since nothing stops the player from hiding until the plasma lowers. Also, the shells run out sooner than the plasma lowers.
- The floors lower very very slowly. Have you considered using an instant lower trick for the first wall at least? It will also give a reason to use SSG at all.
- Demons in front of revenants are self-defeating, in both waves. Routinely they devolve into infighting so unless this was your intent all along it needs fixing.
- The blursphere secret feels very silly with the worst hitscanners there are the three zombiemen. At least it isn't a mandatory pickup.
- The lack of armor punishes any mistakes with revenants or archviles quite severely. Still, the map just isn't long enough to worry about that; maybe place medikits in the exit sector, and add armor for lower difficulty instead of removing monsters? The map felt just fine without, but just suggested this as a sanity check.

 

Map20 Abyss @DankMetal

Spoiler

The posted version feels either very unfinished, or I am really very much not the target audience for this kind of wad because I was like: and that's it?.. Also, editing this gave me a whole lot of ideas. The fogmap gimmick definitely can work; it simply takes more effort to use less than 30 sectors and will probably take lift use instead of sector stairs if any in-combat verticality is implemented.

- Did you really need to make sectors 2 and 4 have separate dummy sectors? Because as far as I can tell there is no reason to use two of them when one can do the job (they are the same) and this level could definitely use a spare sector.
- Door stuff: same applies. All of the door sectors and doorframes can get by with the exact same control sector as the sectors 2 and 4 without anything untoward happening in DSDA and Zdoom (at least, I didn't see anything; Prboom+ shouldn't make a mess but I had no time to dig up my copy of sourceport and check). The control sector can have more than 3 linedefs too.
- If you are still using fogmap, have you considered rotating the level *after* you're completely done editing it? Fogmap looks ghastly with orthogonal walls due to fake contrast Doom uses, and rotating 30 degrees despite all involed nodebuilder artifact cleanup looked better to my taste. Even 1 degree is enough to stop fake contrast, so you can also do some manual fudging by a few pixels instead.
- More spare sectors: Do you really need the portal frames to be exactly height 128 not installed into walls instead, and  if so why not build from midtextures entirely? Especially that one which is placed in height 128 room; that pair of merged sectors can definitely go. I can understand if you feel this stylistic choice is worth three sectors, if barely. Especially the lowest pair of portals can be instead built from midtextures alone unless you build a hidden platform in deeper fog underneath and use these sectors.
- Any particular reason why blue bars are DR and the red/yellow are D1?
- Blue armor is basically irrelevant for those who do pistol start, because you need all three keys to actually access it and by this point you can exit (Well you need to press the *red button*, but you might as well collect the yellow key while you're at it; barons realistically won't let you pass unhindered until they die, anyways.)


- Subjective opinions on gameplay itself: The level looks impressive, but underneath it is really, really flat, nearly railroad linear (the key fork is meaningless), and is large enough to be indistinguishable from a very boring walking simulator even with monsters (no offense intended towards those who like walking simulators). The city-in-the-void gimmick feels underused mechanically since everything is more or less the same height all throught, except apparently turrets of all things. It really could benefit from things being less isolated so the monsters from adjacent arenas can shoot instead of using an extra two sectors on turrets monsters specifically (who don't even have the decency to have a good field of view and only are a concern at all on -fast), and generally full layout reshuffle.
Really, the playable area could be fit in a 3000x3000 box and be better off for it. Or more specifically: this style of map absolutely ticks off all my negative bias, because it is big and empty and full of running around with no combat to show for it.
- Combat is really mild here, thanks to vast, vast unpopulated spaces provided. Arachnotron box basically doesn't use any of its side space at all; I could stand and shoot without much concern, and ignore hitscanners. Now if they had a crossfire...
- The player moves around enough that I actually forgot about pain elemental, cacodemons, and the rocket launcher bars. Yes, there was a shrieking skull swarm somewhere in the corner... but so what? I'm outta here, get lost you souls.

Map28 Crimson Monument @HiRon

Spoiler

Bleh, slaughter, at least it doesn't demand insane platforming tricks or walking the 8-wide 64-gap pillars. On the other hand, solid nice clean visuals and everything is actually working.
...also I actually liked the level once I cheesed it completely.

 

- Not a fan of forced lava walk; could you provide at least two medikits for continuous play (aka people exiting at 1hp)? Because it takes at least 40 damage to traverse normally, often even 50 for zdoom ports, and even wallrun takes 20ish.

- The bluearmor/megasphere are placed annoyingly too close to button, forcing you to either waste them or risk tiptoeing around (I lose no health if I reach the other side quickly)

- The HNTR empty archvile pedestals look odd. You could place imps over there instead?

- Echo the sleeping cacodemons note. They might as well be without ambush flag, since it only takes one attempt to learn that shooting isn't a good idea when no gunfire button is provided.

- Suggest rotating north cyberdemon 45 degrees away from player start. It has a straight line of sight to non-hurtfloor otherwise.

- Suggestion if you *really* want to prevent player from being able to disengage with this map: place a stairs switch action on this side somewhere obvious enough so that the stairs must be raised before you can escape all threats. I am actually not a fan of it but only because it will be so very annoying to actually play this slaughter.

So the question I asked myself: do I need to engage with the intended slaughter here? Answer: no, no I actually don't. The fight doesn't have a second half for me; it's all one infighting brawl where I chill out barely strafing (well, not literally, but the minimum of actual tactical process involved in footwork is a fact) to bait cyberdemons and reward the survivors. The one goal that involves most risk at all is reaching the stairs to stay upstairs ever since; it can be thoroughly sped up by waiting until the cyberdemon you can alert from the left side downstairs rockets the central imps so they are already blown up upon teleporting and nothing stops your crossing (dodging cyberdemons is very simple). From upstairs, you can't die, you can't get cornered, and basically only have yourself to blame for catching the rocket or approaching archvile pile too brazenly; mancubus blobs will die the first of all. Pulling the switch is the only action that makes sense because hellknights die too slowly otherwise.
Cyberdemon exploit can be fixed by rotating the north one 45 degrees; it will still alert on teleport but you can't bait it to solve your beginning woes anymore and must shoot the BFG... exactly once. Hmm, the imps are still a suspect here, they simply die too easily and you're free to abuse the arena infighting. Is that really intended way to complete the level, I ask?
Also, hiding behind the switch makes for a lot of splash damage on hellknights if infighting ever quiets down. If anything, HMP and especially HNTR are more technically demanding difficulties because there are few helpful cyberdemons and you must actually kill the surviving hellknights or worse, cull the unchecked pain elementals. In Zdoom ports than fix explosion logic this is less pronounced because the splash damage from rockets doesn't stack so much and cyberdemons die faster.

 

Also, a note for map29-30: expect a continuous player can leave with 100 rockets and 600 cells, because that's what I left with every single time I let infighting do the work. This is kind of tough to ignore without making two more slaughtermaps or maps full of cramped rocket-denying tunnels...


Map31 Hot Potato Tossing Contest

Spoiler

Bleh, more slaughter... well-done slaughter, but still. The second half I could tolerate, but absolutely not fond of first half challenge wad because it relies on sustained dodging without cover, which is far too draining activity to me. Don't have any general ideas for improvement here, because it feels already well-polished.

(Also, I think I already saw or played this map at some point. I think. Not sure, but I definitely remember the idea and the title)

- The secret exit trigger is placed before point of no return, which is not very fun in such a techincally demanding level.
- Also, two of the cyberdemons on plat 14 won't die if they start rising; platform must be stopped first. At least once this happened not on -fast and in DSDA, but I haven't recorded at the time.

 

30sec_alexsa2015sa_map18_v2.zip

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Thanks for playing, @alexsa2015sa, but i have a question: did you just played the first version of my wad? I figured out those same things.

1 hour ago, alexsa2015sa said:

- Did you really need to make sectors 2 and 4 have separate dummy sectors? Because as far as I can tell there is no reason to use two of them when one can do the job (they are the same) and this level could definitely use a spare sector.
- Door stuff: same applies. All of the door sectors and doorframes can get by with the exact same control sector as the sectors 2 and 4 without anything untoward happening in DSDA and Zdoom (at least, I didn't see anything; Prboom+ shouldn't make a mess but I had no time to dig up my copy of sourceport and check). The control sector can have more than 3 linedefs too.

 

But you not mentioning the optional cyberdemon fight makes me doubt, either i posted the same file twice (if that's the case, i'm sorry) or, as i said before, you played the wad from the original post.

 

Spoiler

This is the updated version:

On 9/5/2023 at 9:41 PM, DankMetal said:

OK, first update i made to this wad so far:

  • The Cyberdemon fight it's no longer "optional", i removed the "secret" sector special in the arena. In exchange for that, there's a new secret... somewhere in the map.
  • Fixed the "door flash" bug (it was so simple, and somehow i didn't figure out how to fix it before)
  • Fixed the metal bars bug.

Here's the new file: ABYSS.zip

I forgot to mension that the song of this map is "Toxin Refinery" from PSX Doom.

 

1 hour ago, alexsa2015sa said:

- If you are still using fogmap, have you considered rotating the level *after* you're completely done editing it? Fogmap looks ghastly with orthogonal walls due to fake contrast Doom uses, and rotating 30 degrees despite all involed nodebuilder artifact cleanup looked better to my taste. Even 1 degree is enough to stop fake contrast, so you can also do some manual fudging by a few pixels instead.
- More spare sectors: Do you really need the portal frames to be exactly height 128 not installed into walls instead, and  if so why not build from midtextures entirely? Especially that one which is placed in height 128 room; that pair of merged sectors can definitely go. I can understand if you feel this stylistic choice is worth three sectors, if barely. Especially the lowest pair of portals can be instead built from midtextures alone unless you build a hidden platform in deeper fog underneath and use these sectors.

I didn't know about these tricks, i'm "relatively" new to mapping, hell, the fog effect was made by another user who gave me permission to use it in my maps. Thanks for giving me those tips, anyway.

 

I was in the process of updating this map rn, making it compatible with deathmatch and coop, so i will take *some* of your critiques in consideration.

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I am going to try to catch up with all the maps submitted and playtest them all so make sure you have the most updated version of your map in your first post.

 

Starting with 28:

Spoiler

It is good, I definitely wanted to try to stay away from slaughter for this set. (I changed the OP to show this). I will still accept the map though. I think the final fight is a little ridiculous. The cyberdemons and pain elementals fought it out so I didn't have to worry about them, but the archviles were just annoying. They do not really add anything to the fight and just add a blockade to the upper level. I would replace them with revenants and also remove a couple of cybers. Other then that it is a good looking map that is on brief, good job!

 

Edited by Raith138

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Here's a new screenshot. Work has been slow but it's coming along. Thinking about "Donut Shop Decaf" as the title, cuz it's a brown cave map and that's the name of the coffee that's fueled it.

30sectors_2.png.b882bfafc329665714e00b29612f9083.png

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I am 99% done with my work for my first map, just balancing. UV got a bit slaughtery so I am currently amending that issue. I am also making some custom music for the map. Would it be frowned upon if I picked my second slot now, or should I wait until I submit this? Regardless, I would also like to contribute a second map, preferably MAP23.

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Hi, just checking in with my current progress since I've not posted anything in ages. My map's layout is pretty much 100% done, I'm currently in the "refining the gameplay" phase. This is going to take a bit of time as it's been a very long time since I've made something that's not a speedmap!

 

Working within 30 sectors has been an interesting experience. I had to reserve some of my sectors for the secret exit sequence, leaving me with about 25 sectors for the actual map. I found myself using mid textures and decoration things a lot more than I usually do - this helps greatly with providing additional detail without eating at my sector allowance.

 

I've not got a name for the map yet, but I do have some screenshots:

 

Spoiler

woof0007.png.6eee2d3f20bfe052fec761fad748f008.pngwoof0006.png.669f85f0de7e3d2ea45f2a97b6594f3b.pngwoof0009.png.826c725389d2736658ce2676a7832c7c.png

 

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It's getting closer, layout and detailing is almost done. Time to think about the fights, which shouldn't be too hard to design, since i want this to feel like an easy to average early game map. So it will be mostly low tier monsters and shotgun fighting, with maybe a rocket launcher for the final fight in the big circle. Unless i get lazy, the map should be ready withing the next 2-3 days, or as early as tomorror... I can't tell for sure.

 

Spoiler

ttluCKN.jpg

 

I don't think i'll go over 19 sectors for the playable area (2 sectors went for a surrounding sea view), so i have 9 sectors left for teleport closets, voodoo scripts if i need any, and maybe one or two for secrets.

 

This map is took way more time than i expected. I thought i liked the concept of limited sectors and the 10 sector CP is one of my favorite ones, but suprisingly i don't like at all making maps under these conditions. 

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2 minutes ago, Insaneprophet said:

Wheres the download?

 

That's just a little preview of the layout, the map is not ready yet. :D It has no monsters, and no way to get into the circle area, yet.

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I have started my own map now but it is nowhere near completion.

I have been busy the last few days so I have not done a whole ton of mapping or playtesting.

I had also signed up for playtesting DoomGPT so I am spending a lot of my time on that.

Sorry for the inactivity.

Edited by Raith138

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On 9/8/2023 at 1:23 PM, alexsa2015sa said:

30sec_alexsa2015sa_map09_v2.zip
An update to map09. I tried to make it easier, but I backtracked on that pretty quick after I managed to make the SSG section harder instead :P
Changes:
    - added more stimpacks all over the place
    - added more ammo, but *not* much; probably need a new victim blind tester for authentic experience of "enough ammo"
    - got fed up with CRACKLE alignment (it doesn't work) and added texture inserts everywhere
    - added two more secrets and sectors, for total 30 Sectors and 5 secrets.

 

If it poorly suits MAP09 slot, maybe I should just claim a higher slot instead? Making maps easy enough is apparently hard and early slots are full anyways, while the upper two thirds of the set seem empty for now.

Question: are the HMP/HNTR for the map alright? Are they too easy? Still too hard? Can't change when I don't know what ot change

 

I am gonna be honest, I didn't beat it. I have come to like the weird texturing but the problem is that this map is ridiculously difficult. It would fit better in one of the final slots and even then it should still be nerfed. The beginning is already throwing a ton of demons at you that you have no way to kill and then you go into one of the two side areas. The one close to the start is claustrophobic and does not give you the ammo to deal with all the demons that appear. The area farther from the exit is still very difficult but possible and then you go up the lift and you are on to another ridiculously hard area. I just could not figure out a good way to get past it and started getting frustrated so I decided to stop. If it got nerfed it would be fine but it is just too hard at the moment.

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I fell a little behind with keeping the taken slots up to date so I had to go over the entire thread to fix it.

Let me know if anything is wrong.

I also added a submission format to make my life easier, please use it.

Edited by Raith138

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2 hours ago, Raith138 said:

I am gonna be honest, I didn't beat it. I have come to like the weird texturing but the problem is that this map is ridiculously difficult. It would fit better in one of the final slots and even then it should still be nerfed. The beginning is already throwing a ton of demons at you that you have no way to kill and then you go into one of the two side areas. The one close to the start is claustrophobic and does not give you the ammo to deal with all the demons that appear. The area farther from the exit is still very difficult but possible and then you go up the lift and you are on to another ridiculously hard area. I just could not figure out a good way to get past it and started getting frustrated so I decided to stop. If it got nerfed it would be fine but it is just too hard at the moment.

Well this is Map 13 so difficulty definitely has to escalate with every next level.
Also I think it is designed with continuous playthrough in mind, so it may be not so difficult when you have stuff from previous 12 maps (unless each level must be played with pistol start).
I beat it but I had to resort to save-scumming and look up the secrets in doombuilder cuz some of them are obscure as hell.

Edited by Djoga

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1 hour ago, randomsounds01 said:

map 10.zip

 

Finished! Pretty fun to make, kinda slaughtery.

 

This is hardly finished, unfortunately, it is filled with problems, some of which you would have noticed if you playtest it yourself, but you didn't, am i right? If you don't care to playtest your own map, why should anyone else? And if you did, then why would you upload it in such a state, and not fix the obvious problems first?

 

There is not enough ammo in the opening room. I've cleared everything but one cacodemon when i ran out of shells, which let me open to hitscanner fire in the next area, where there are four chaingunners on platforms, and a rocket launcher placed right in the middle of the crossfire. Sitting at the door and slowly pistol them from a distance wasn't fun. After that point onward, it's the opposite, there is too much ammo. It's obviously placed randomly in big piles, because again, you didn't playtest this. Some of the enemy placement is also questionable. Like, what is the point of a bunch of pinkies placed in a cage where you can shoot them and killed them with no problems, but they can never reach and attack you? The barons that are placed on rocky platforms are all stuck, and they don't attack you... again, an obvious mistake that i shouldn't be the one telling you about. Also, the teleport ambush in the center is very tedious to deal with, and by that, i don't mean hard. The reason is the large amount of teleporting enemies, that all have to squeeze through one teleporter. You have four separate teleport closets with like 40-50 monsters in them, all going through the same teleport destination, which results in very inconsistent spawning that lasts for way too long, and that probably isn't the way how you intended this to play out. If you want them to teleport faster and in bigger groups, have more teleport destinations placed on individual sectors with different tags. Having more destinations placed in the same sector, doesn't seem to work, they all teleport through one destination.

 

The progression is weird and unintuitive. You have a blue key on a platform that you don't need for anything... at least that's what it looks like. There is no blue door anywhere on the level, certainly not a marked one. But what is even worse, in order to progress, you still need to collect the blue key, which is place over action lines that open a door... But you may never find out on a blind run (i didn't until i opened the map in the editor), because once the platform lowers the key is invisible, it's sunken on the surface of the platform and you can't see it. So you just have to guess or accidentally walk over it to collect it and trigger the lines that open the path further. 

 

And finally, there's not a single piece of armor in the entire map, which despite the abundance of health, make the map even more frustrating to play.

 

And all that is from a single half-playthrough and a quick look in the editor, which from personal experience i know, it's not enough to discover all potential issues in map in this state. This map needs a lot more playtesting, that should be done mostly by you.

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Basically what @Tangra said, you have ceilings at the same level as the sky which makes a paper ceiling effect. You have doors that look like they should open but don't. Every room is a square. Running around the room to collect health bonuses is just tedious and would be easily fixed by just putting a megasphere there. The combat is just overall not very fun. If I am going to be truly honest, I think you would be better off just starting again. If you want you can try to fix this one but I truly don't see a way to do that without a complete redesign. 

 

Also, the idea of this project is to try to make a map via cleverly using sectors and looking at your map there isn't too much of that happening... It just feels like a normal map. I don't want to just knock you down but I cannot accept this map at it's current state.

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