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the third level in my slaughter school project! THE FOURTH STATE OF MATTER (MAP03_


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map info

>400 enemies exactly
>compat 9, boom format
>no secrets
>difficulties implemented yet!!
>map is UGLY! i leave it that way EDITl NOW 30% LESS UGLY!!
>dont let go of the left mouse button
>EDITl NOW 30% LESS UGLY!!

FOURTH STATE.png

 

 

 

the fourth state of matter.rar

Edited by fruity lerlups
added a video

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Good fun!

Not usually a big fan of slaughter maps, most have very little room for error. Yours' wasn't like that, plenty of ammo and health.

I have some feedback, the smaller side rooms to open yellow and blue doors were a little underwhelming. The Revenant room could be cheesed by backing out and spamming the door, but the Archvile room was pretty good. I'd say 4 out of 5 Archviles placed by this community are pure evil.

The red key door was fun until killed the front layer of imps only to realize I had another 100 Revenants to go. Maybe create two more openings either side of the red door to make it little more fun.

Also, there is a misaligned texture by the red door.

 

Overall, pretty good! Keep it up <3

 

Spoiler

ss1.png

 

Edited by watto3699

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3 minutes ago, watto3699 said:

Good fun!

Not usually a big fan of slaughter maps, most have very little room for error. Yours' wasn't like that, plenty of ammo and health.

I have some feedback, the smaller side rooms to open yellow and blue doors were a little underwhelming. The Revenant room could be cheesed by backing out and spamming the door, but the Archvile room was pretty good. I'd say 4 out of 5 Archviles placed by this community are pure evil.

The red key door was fun until killed the front layer of imps only to realize I had another 100 Revenants to go. Maybe create two more openings either side of the red door to make it little more fun.

Also, there is a misaligned texture by the red door.

 

Overall, pretty good! Keep it up <3

 

  Hide contents

ss1.png

 

good job one hundred percenting it, im think maybe delaying the door opening for the pit room, and ill fix the misaligned textures. Im definitely going for soft accessible slaughter with these but will moderately ramp up the difficulty for the final 2 levels (rockets than bfg).

A lot of this is about me learning how to design encounters limited by certain weapons so when i do something serious i can take what ive learnt into it. 

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I think there could've been a little bit less health. Just a little bit of course. It's fairly frantic. Also, brown area at end felt weird, like a bland circle-strafe that would go on for too long if one stuck with it.

 

 

 

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16 hours ago, fruity lerlups said:

A lot of this is about me learning how to design encounters limited by certain weapons so when i do something serious i can take what ive learnt into it. 

That's such a refreshing take. Just don't forget about how the monsters interact with the level and the player, and you'll be making genuinely top tier levels in no time.

Many mappers completely forget about how to design arenas around specific monsters and usually go for something that just accommodates the gameplay rather than directly influencing it.

It's why so often the Archvile is misused.

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Took me under 10 minutes to finish, start can kill you quickly if you don't take the optimal path right away, yellow key area is fairly tricky if not cheesed, decent pressure before the red key door, final battle is too easy, but it was a fun map!

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