Degree23 Posted July 27, 2015 Magnusblitz said:Truth be told the backpack was supposed to be the secret and the RL was put up there as an afterthought; not sure which players find to be more 'important'. If not getting the secret found message made you realized you missed the backpack maybe it's good to keep it that way? I could relocate the backpack, I suppose, to be more in the middle of the obvious path. It's the fact you can see the RL earlier in the map with no immediate way to get it, which usually means it's going to be a secret. Magnusblitz said:Now that I think about it is a little weird, I suppose I just wanted a quicker way for the player to get out. Doesn't seem gamebreaking though... I'll take more thoughts on it. I meant more that the exit should be more obvious, rather than opening up the entrance. Map 5: You're quite a long way into the map before you find any meaningful armour. The second half of the music is good, but the first half doesn't really seem to fit the map. I didn't get the PG until the end, which means I'm now going into the next map with 160 Cells. Given you have a SSG and a RL on this map, maybe the ammo could be halved. There aren't any large battles where firing over 100 PG shots is required. Map 6: Pretty good. Nothing much to say here really. Map 7: The two secrets at the start are a little weird, because if you find the first one, the obvious thing to do is to go up the lift and you find the Invisibility and a second secret. This probably only needs to be one secret. More Radiation Suits are probably needed for MP. Map 8: It's a bit like this in the original map, but I am running around on near full PG/BFG ammo at the moment. Map 9: I'm not sure the SG is in the best of spots at the start. Map 10: It took me quite a while to realise which map this one was, much longer than any of the previous ones for some reason. Knowing what it is, it's now very obvious from more or less the start, but wasn't the first time through for some reason. Where the BFG is there could probably be 100 less Cells as there is quite a bit of ammo dotted around this map, even with the Spider Mastermind and Cyberdemon on the map. Map 11: Quite challenging, though there does seem to be enough health around. Didn't get the last 7 kills as I couldn't work out how to get into sector 72. Having reached the end of this theme, I'm not too sure I would change much of the order as although there's a fairly challenging third map, many of the later ones are much more demanding, if only because there are more HKs/etc around. I am also running around on almost full PG/BFG ammo. My ammo is 400/100/81/440, even after fairly heavy usage of the RL/BFG in Map 11 on the huge amount of monsters. This WAD has been very enjoyable thus far. 0 Quote Share this post Link to post
joe-ilya Posted July 27, 2015 MAP11 The soulsphere secret is too easy to get, you may wanna fix it, the arachnotrons at the end were a tad bit unfair. MAP12 What's with the paper thin BRWINDOW textures and the stuck mancubus, I understand it's a shoutout to the infamous stuck sergant but it doesn't mean that the MAP24 layout is supposed to have a useless invulnerability in this megawad too. 0 Quote Share this post Link to post
scifista42 Posted July 28, 2015 joe-ilya said:MAP12 What's with the paper thin BRWINDOW textures I'm inclined to keep them in, for the IWAD-esque feel that I strived for while making the map. I think the resemblance to Sandy Petersen's style is an important part of the map's appeal.and the stuck mancubus, I understand it's a shoutout to the infamous stuck sergant but it doesn't mean that the MAP24 layout is supposed to have a useless invulnerability in this megawad too. Again, I'm inclined to keep it in, for the same reason + the fact that it's an unusual homage. Thanks for all your feedback so far! 0 Quote Share this post Link to post
Degree23 Posted July 28, 2015 Map 12: Not much to say here. Maybe 5 too many Rockets, but otherwise seemed fine. Map 13: The sector 166 door should just open regularly. It took a little while to find the switch that opened it as it's not totally obvious given that you're looking elsewhere while being shot. The Computer Map seems rather superfluous as it's in the one secret you probably need it to find! Map 14: The texture choice on the cube floating above the exit seems a little weird. Map 15: The Armor in sector 502 should probably be a MegaArmor. There are some hefty traps, including the one that's in, and without a BFG (which is very easy to miss on this map as it is very well hidden, maybe too well) this is a tough map. I played through again from a pistol start finding no secrets and killing all non-secret area enemies and I killed the Cyberdemon with 12 Bullets left and nothing else, with a generous amount of infighting and some Berserk usage. Admittedly, you would expect anyone familiar with the layout to find some of the secrets, but if you don't pick up the RL or PG then this map is very biased against the player. (The amount of Rockets and Cells should point towards finding one of these weapons of course) A MegaArmor would help surviving this map. The traps also got extremely boring because it was essentially the same thing about 4 times in a row, with occasional different monsters. All the ambushes basically take away all the health/armour you originally go into the area for, and probably more. I didn't mind the map on a continuous playthrough, but from a Pistol start it's less enjoyable. 0 Quote Share this post Link to post
Dylan Jarvis Posted July 29, 2015 How Bout "Unhallowed Fortress" for my map? yay or nay 0 Quote Share this post Link to post
scifista42 Posted July 29, 2015 Magnusblitz said:Also, I think you okay'd Coolant Zone for MAP02's name? Tactical Stiffy said:How Bout "Unhallowed Fortress" for my map? yay or nay OK, I will change them in next update. 0 Quote Share this post Link to post
Walter confetti Posted July 29, 2015 Yay, cool! Unluckily i'm without my PC and limited internet to make any work since i'm in a place without internet and such stuff... so i'll give you any freedom to do any fixes on my map! But is cool seeing this is finally finished 0 Quote Share this post Link to post
Degree23 Posted July 29, 2015 Map 31: Seemed fine. Map 32: Also seemed fine. Map 16: The start could be very challenging on just a SG, more than the original map. Moving the SSG to the start may be better. Sector 119 seems inescapable. The Cyberdemon feels really out of place, especially if you don't have the BFG secret by then. This map actually appears later in the IWAD, so the battle shouldn't really be considerably more difficult. It wouldn't be so bad if it wasn't so enclosed, but I think this fight needs a fundamental change. Map 17: The Cyberdemon fight on this map is much better placed. This is a pretty tough map, but there is a large amount of ammo around which makes it not too bad. I found 15 of the secrets, and given just how many switches there were to shoot, and some fake walls, I didn't particularly want to spend any more time hunting around trying to find the last one. This feels easier than Map 16, despite the monster counts in the battles, so I would consider swapping these two around. Map 18: Again, overall I feel this is easier than Map 16. Linedef 1422 is a "door open stay", but somehow the door became closed again and if that happens while you're in that area, you can't escape. I found the Soul Sphere secret, but not the other one. I'm enjoying these maps quite a bit, especially ones that take an earlier level and put it later. (And therefore make it harder) 0 Quote Share this post Link to post
Dylan Jarvis Posted July 30, 2015 Alright I'm going to do some playtesting on this and help with map order because there were a few that I tested a while back that have questionable placements. 0 Quote Share this post Link to post
Degree23 Posted July 30, 2015 Map 19: Seems fine to me. Map 20: The MegaArmor needs to be more accessible I think as it's not totally easy to find and the map is extremely challenging without it. I didn't get the secret, but it seems to be the health potion behind the exit, which seems rather pointless to me. Map 21: Missed one secret somewhere along the way, which I think was where there were 2 Mancubii, a Soul Sphere and an Armor. This is definitely the most challenging map so far. A little extra firepower near the start would probably help, but otherwise the weapon and ammo balance seemed alright. Map 22: Seems fine to me. Map 23: Oh my God, please use a proper midi of Orion. It has clean guitars for a lot of the start when they should be distorted, there aren't any of the bends in the song and it doesn't slow down in the middle when it gets to the harmony, which overall makes it sounds terrible. The start was quite tricky coming in with decent health and all weapons, on Pistol start it would probably be insane. You probably need Armor right away as there's no way to get to where it is without awakening a whole bunch of monsters, and in particular the 2 Pain Elementals which could make things even worse. Some Spectres in sector 291 were stuck on each other. Rather than sectors 195, 223 and 196 being secret, it could be 28, 27 and 25. They are narrow and I actually was able to run over 195 in both directions without triggering the secret. I didn't get the Invulnerability secret. Overall a crazy map! Map 24: I feel like there should be a couple more Radiation Suits around, because the exploration is quite restrictive otherwise. Despite that, I feel that this map is substantially easier than Map 23. I got the Invulnerability, but didn't find the other secret. 0 Quote Share this post Link to post
Dylan Jarvis Posted July 30, 2015 degree23 said:Oh my God, please use a proper midi of Orion. It has clean guitars for a lot of the start when they should be distorted, there aren't any of the bends in the song and it doesn't slow down in the middle when it gets to the harmony, which overall makes it sounds terrible. The start was quite tricky coming in with decent health and all weapons, on Pistol start it would probably be insane. You probably need Armor right away as there's no way to get to where it is without awakening a whole bunch of monsters, and in particular the 2 Pain Elementals which could make things even worse. Some Spectres in sector 291 were stuck on each other. Rather than sectors 195, 223 and 196 being secret, it could be 28, 27 and 25. They are narrow and I actually was able to run over 195 in both directions without triggering the secret. I didn't get the Invulnerability secret. Overall a crazy map! For the Midi that wasn't my original choice I originally had an Opeth song but the midi was way too big for Vanilla. I'll change it though find something more fitting. I deliberately made it hectic on pistol start because the original map Refueling base is a monster from pistol start. I see where you are coming from on the armor, I'll move one of them closer if that will help make it a tad easier. As for the secrets I'll just get rid of the secret tag because the only reason they were tagged as secrets, is because of once again, the original map. I agree that it's annoying to run in and out and not get the secret. If I made the whole sector a secret though they won't be damaging floors. So I'll just remove the secret tag completely. 0 Quote Share this post Link to post
Degree23 Posted July 30, 2015 Refuelling Base is indeed not easy from a pistol start, but I think that the challenge has risen disproportionately, even with its late position in the WAD. You can feasibly kill a lot of the early monsters in the original with a Pistol, but that is not the case here with the SG. (With Cacos, PEs, HKs and Baron all in the first couple of areas if you go forwards) I just played the start of this again from scratch, and there is barely enough ammo for you to kill the initial monsters without venturing further into the map, for which an Armor is definitely needed. Also, the lone Chaingunner near the CG feels a bit odd mixed in with all the other monsters. It makes it so that if you want a CG, you just have to kill him, rather than picking up the one that activates the trap and lets all the Spectres loose. The proper MIDI of Orion wouldn't be too bad, but while it has a nice harmony in the middle, this map maybe lends itself to something that's more aggressive the whole way through. 0 Quote Share this post Link to post
Dylan Jarvis Posted July 30, 2015 Alright well I changed a lot of things, fixed some misaligned textures, changed the midi. threw down extra shotgun shells, removed secret tags, moved armor and replaced that chaingunner with a zombieman (which is what it used to be). I use Zdoom so I don't know if the spectres will be stuck again (but I moved them around). The new track is taste of my scythe by Children of Bodom. 0 Quote Share this post Link to post
Dylan Jarvis Posted July 30, 2015 mediafire.com/download/4wbw9c1pcoyy46y/Vanilla+23.wad Here it is. 0 Quote Share this post Link to post
Dylan Jarvis Posted July 30, 2015 joe-ilya said:it doesn't mean that the MAP24 layout is supposed to have a useless invulnerability in this megawad too. I actually quite like the idea of a useless invulnerability for the laughs lol. 0 Quote Share this post Link to post
Degree23 Posted July 30, 2015 Tactical Stiffy said:Alright well I changed a lot of things, fixed some misaligned textures, changed the midi. threw down extra shotgun shells, removed secret tags, moved armor and replaced that chaingunner with a zombieman (which is what it used to be). I use Zdoom so I don't know if the spectres will be stuck again (but I moved them around). The new track is taste of my scythe by Children of Bodom. The new MIDI is excellent. These two Spectres are still stuck on each other. You're still asking the player to kill an awful lot of stuff with only a SG and CG. I made it to the end of the "initial" fight (sectors 12, 289, the 200/201 section and the area around sector 33) with 10/21, with the main problems being it taking forever to actually kill the HKs/Baron/PEs. I didn't want to go into the corridor with sectors 200/201 but I needed the 25 at the end. With the quantity, but more importantly, strength of monster that you've placed here, I really think a SSG is needed. The original location for the Armor could probably do with a 25 or two. It's not impossible, but unless this ends up moving to Map 28/29 (I do feel it needs moving later regardless), then it's too difficult a start. The SSG wouldn't make it a walkover either mind you. (I actually used 3 BFG shots and several Rockets in my actual playthrough of this map) 0 Quote Share this post Link to post
Dylan Jarvis Posted August 1, 2015 Alright I'll make the room a little bigger so they won't get stuck. As for moving the SSG closer to the start? I'll sleep on that one and see what other play-testers think. Because I personally like the difficulty at the start but once again if others agree on replacing the regular shotgun at the start with a super I'll change it. I also agree on possibly moving it deeper to map 28/29 or something because the Map 29 is easy a hell lol 0 Quote Share this post Link to post
Dylan Jarvis Posted August 1, 2015 So I started play testing the compiled maps. I'm going to separate each review by wall of text sections (Hell might be an exception). MAP01 Iconic: This map has a great start and pays homage to Entryway with the 2 zombiemen with their backs facing you to start the map. I liked it, I appreciate it having a rocket launcher to shoot in the brain to open the exit door. This map is really short only having 3 rooms really. The only complaint I have is the obsessive use of Imps in cages on the walls. The first time I played this map I literally used my last bullet to kill the last imp in a cage. Ammo is tight if you don't use the chainsaw. MAP02 Coolant Zone: Another fun as hell map better than the first. I actually loathe Industrial Zone, It's probably my least favorite map in doom 2. It surprisingly works as a tech base map. The secrets are not to difficult to find however, I don't understand how the secret wall in the red door room was open already when I went in there. (this is my third time playing this map) I agree on the yellow key bar thing, they should stay up and I moderately agree on the mid tier enemies here. It does sort of feel out of place on a second map but I don't know I would probably just keep them. MAP03 Nirvantlet: I don't know if I really like the name. I think this map is the most challenging yet despite not using any mid tier or higher enemies.The map played out pretty crazily in some of the early rooms. A lot of chaingunner closets in this map. The final room is pretty tough (maybe even harder than the original level). There isn't much more to say this map is pretty perfect. MAP04 Low Power: Favorite map of the first 6. The Catacombs layout really fits this style map pretty damn well. I like the dark colors and use of lighting here. It's also pretty challenging. This map doesn't use any mid tier enemies either. Even though this map pays homage to the focus with the style going on and one of the secrets. I feel this one could be swapped with MAP02 and it would fit the mid tier enemy progression better. I like this map no complaints at all. MAP05 No Name: Oh boy another of my least favorites from Doom 2. This is better than the Citadel but it was still annoying to navigate. I still hate that room with the teleports in it. That's not the map makers fault though so I can't complain. I can complain about the hell knight that starts in front of you though. I just don't feel that it is necessary. I also don't like the use of flesh in the room with all the imps on ledges. I would change that because it doesn't fit the tech base theme. Other than that it's fun. MAP06 Nukage Underworld: God I hate the Living End too *Flame Shield* I just don't like the style of the map in Doom 2. Here it's ok. I still don't like navigating the maps just like the original and that lost soul trap was a dick move lol. This map plays out just like the original but easier and that ending was pretty tough but not too bad. Fun not terrible just not my favorite. 0 Quote Share this post Link to post
Dylan Jarvis Posted August 1, 2015 degree23 said:Didn't get the last 7 kills as I couldn't work out how to get into sector 72. You just have to shoot the door like the original map. 0 Quote Share this post Link to post
Magnusblitz Posted August 1, 2015 Tactical Stiffy said:I don't understand how the secret wall in the red door room was open already when I went in there. It opens from a gun switch, and as someone else pointed out, it's placed in such a way that it can easily be triggered from the other side (it's above the entrance to that area). That's a good reminder that I should probably move it around, gotta think of a better place to put it. 0 Quote Share this post Link to post
Dylan Jarvis Posted August 1, 2015 MAP07 The Facility: This map was pretty fun for a factory layout (I hate the factory too). It works here however. I like the BFG secret in this map, it was much needed here. I also found it pretty difficult compared to the last 6. One of the only things I didn't like was the damaging floors surrounding the facility. There's also a stuck Caco here. Also I'd realign these texture it just doesn't look right MAP08 Sector Zeta: Great map can't believe it transferred so well to a tech-base map. This one has a lot of more original rooms as well. My favorite was the blue key encounter where 3 monster closets open up on the outside. The map wasn't too difficult and it also reminded me of TNT's Map08 Metal which isn't a bad thing because Metal despite what people say is a fun map. MAP09 No Name: Oh boy one of my favorites from Doom 2. Will it hold up? Hell yeah it does. This map was really quite difficult in some areas. Especially the room that you play twice and you have an archy and tons of other enemies from the left trying to kill you once you go through the tele. I'm glad that the stupid 30 second closing door wasn't brought back. I really enjoyed this map. The BFG secret was kind of hard to find but there is a new texture on the wall that leads to said secret. MAP10 Starport: Another brilliantly crafted map. This is another one of my Doom 2 favorites as well and I loved this version too. I liked that both the Mastermind and Cyber were in the same room and you can get them to fight each other. This map is every bit as fun as the original I am looking forward to playing this one again. Also this door that leads to room where the light shuts off and you are ambushed from all sides doesn't have lower unpegged on the door tracks so they move up and down. MAP11 Death Yard: Three remakes of my favorite Doom 2 maps in a row? Awesomeness! This map is pretty damn tough though because unlike the original we aren't giving invulnerability spheres to help run around in circles around the enemies and get them to infight without taking any damage. I liked the way this map was handled here and liked that a megasphere was also used. Fun map great for wrapping up the Tech base themed maps. 0 Quote Share this post Link to post
Dylan Jarvis Posted August 1, 2015 Overall from the first 11 maps I would probably just switch MAP02 and MAP04 only for the enemy consistency. All the rest of the maps seem to play out pretty well. So far I actually enjoy this more than switcheroom 1. I am ready to start the city themed episode yay. 0 Quote Share this post Link to post
Degree23 Posted August 2, 2015 Map 25: Oh man, I forgot that I hadn't seen this map yet. Took me 23 minutes to complete and of all the maps so far, this is the one I'll be most excited about seeing someone UV-Max. (In much less than 23 minutes of course) Chaos aplenty in this map, challenging even from a continuous playthrough, but also enough health and ammo around for those doing a Pistol start. A great job on this map overall. Map 26: Yep, short and to the point, with an appropriate title. Good map here but considerably easier than Map 25, if only because of its brevity. If you die to the 4 AVs, it only takes about 20 seconds to get back to the same point. I'd move this before Map 25. Map 27: Not much to say here as it seemed to play well. It is quite a bit easier than Map 25 though. Map 28: Hmm. This is a good map on its own, but in the context of this WAD I don't think it fits that well. For starters, it actually felt easier than the original in many places which shouldn't really be given how much later this map has been moved to. The original has 144 monsters and this has only 99. (On UV) Some thoughts: - The Cacos by the PG and Demons at the BFG ambush are almost identical to the original map, and are prime places to ramp up the difficulty. Something like a PE or two with the Cacos and an HK ambush after you get the BFG could work. This would also allow you to put some extra Cells in the secret to the side of the BFG, which doesn't currently have anything much to speak of. - The Spider Mastermind and the section through the eastern teleport are actually easier than the original map, or at least less threatening. Because the Spider Mastermind and Arachnatrons take up so much space, you can't put as many of them in that area as you can with a Cyberdemon and Barons, and the end result is you have a fight that doesn't feel as epic, and is certainly a lot less dangerous than the original. I would be tempted to swap this fight back to the original monsters, as that's actually quite a powerful set of enemies as it is. Either that, or make this area larger (substantially) so you can fit in 2 Spider Masterminds and a bunch of extra Arachnatrons. You actually have space for this as it's at the south of the map and there's nothing else below it, so there's room to make this area larger and place more monsters in. - Sector 155 just needs more monsters overall. - Sector 187 could be expanded with some more tunnels and have monsters in there to fight, possibly adding in a blue key that you need to access somewhere to continue the map. - The section with the red key is another good place where you could make it more difficult, by replacing some of the Imps with something more dangerous like HKs. - More ammo would be needed dotted around the map to deal with more monsters. As I said though, on its own this is a perfectly fine map and very well done. But as an Episode 3 map, it is just way too easy, in part due to the fact it's got 50 monsters less. Map 29: Hmm. As a Map 29 this is really unsatisfying. Similar to Map 28, it is just nowhere near difficult enough, and in many ways could be considered easier than the original. The lack of secrets doesn't help either. I don't know specifically what to suggest here. Lots more monsters, more higher tier enemies with maybe an extra area or two to fight, maybe one as an extension of where the 25 Rocket secret is in the original map. Map 30: As it's the last map, and given the initial fights, there should probably be a MegaSphere right at the start. The quadruple Cyberdemon fight is quite challenging, and I think monster block lines are needed here because I managed to BFG all 4 of them off the platforms. This map is tedious because of the amount of AV encounters you have. It's mainly tolerable, even if slightly unfair, due to some of the ambushes in the original layout of this map. But FOUR AVs in sector 161? That's an absolute joke. At least 2 of them should be removed. Unless you know that's coming, you are almost certainly taking 3-4 AV blasts, especially because they're at the back and can't even be shot by the Revenants. I'd remove 2 of the AVs and put the other 2 at the front. There was a weird texture thing here. Overall, a good idea, but way too many AVs. If this was Switcheroom 3 - Plutonia Edition, and this was Map 11 in the Map 30 slot I could accept it, but it's not. Overall, a great effort by all concerned, and really does the job quite well. To summarise the things I feel most strongly could do with being altered: - The Map 2 Revenants are out of place, but the progression of difficulty for the first theme actually feels ok. - The Map 15 ambushes need a bit of reworking as they are quite harsh, and all the major items (such as the health and armour that you actually probably need) trigger one, where it's very likely you end up with less health than when you entered. - Map 16's sector 119 needs an escape and the Cyberdemon fight doesn't feel right. It's an enclosed area, very difficult without the BFG and this should be an easier version of the map as it's earlier in this WAD. A couple of Barons would work well here, but the Cyberdemon doesn't. - In Map 18 it's possible to get trapped in the sector 223 area, despite the fact the door should stay open. I don't know how it closed, but maybe an exit switch that opens the door would help. - In Map 20, the MegaArmor needs to be easier to find and the secret in this level seems a bit pointless. - In Map 23 (version 2) there are still 2 Spectres stuck on each other and you really need an SSG at the start. - Map 24 could use a couple more Radiation Suits. - Map 28 needs a large rework in terms of monsters. - Map 29 needs some secrets and more monsters - Map 30 needs less AVs, and there is certainly no reason to have 4 in a single ambush. Map moves: Map 23 -> Later (28/29) Map 25 -> Later (28/29) Map 26 -> Earlier (22/23) Map 27 -> Earlier (25) Map 28 -> Earlier (24, but I think this could be beefed up and stay somewhere near the end) Map 29 -> Earlier (23) I don't think Circle of Death is a great layout for Map 29, I think either the current Map 23 or 25 would work very well there, probably 25. Fundamentally a fantastic WAD here. I'm really looking forward to watching UV Max runs, particularly of the later maps. It feels like there was some good quality control as there was almost nothing game breaking I came across. A few tweaks here and there are needed, and hopefully you'll get lots of input from others, but overall this was thoroughly enjoyable to play through! 0 Quote Share this post Link to post
TheOrganGrinder Posted August 2, 2015 MAP11: May want to change linedef 1012 (tagged 15) to s SR rather than S1 switch; if you find the computer map secret before heading through the door (sector 100) that leads into this subsection of the map, it's very possibly to be presented with the switch that is linedef 1012 before activating the trap it's supposed to be the release for. 0 Quote Share this post Link to post
Dylan Jarvis Posted August 2, 2015 Alright here is another update to my map where the spectre closet is bigger (hopefully they won't stick to each other this time.) I also swapped the SSG and shotgun, I will leave the shotgun pick up, (even though you can pick up one from a sergeant) for ammo sake. I also added a few new touch ups to the map like a little bit of lighting and decor. 0 Quote Share this post Link to post
Dylan Jarvis Posted August 2, 2015 http://www.mediafire.com/download/dfcdcs5hcgiyr5k/Vanilla+23.wad 0 Quote Share this post Link to post
Dylan Jarvis Posted August 2, 2015 MAP12 Underfactory: This map was a good map that fuses some of the factory into Underhalls. A lot of fun, and kind of difficult at moments. Like the chaingunners replacing the shotgunners, goddamn that was hard. The ending Arch-vile surprised me a lot as well damn great map had fun with it. MAP13 Misanthropia: Another great map this one might be the hardest yet. I like how it actually does fit a city themed map like you are exploring a hotel or something. There were a lot of tough moments here especially what used to be a sewer area. Not bad next MAP14 Ruins: Pretty good remake of bloodfalls it looks like some of it is reversed Like I went down the wrong hole when I started the map. Not bad feels somewhat similar overall. There were 2 issues I had that I just didn't like. These lights just don't look good how they are textured. I don't like all these torches either it just looks ridiculous. Other than that it was well done. MAP15 Wolfencity: Woooooooahh, now that was a difficulty spike. This map is really big and really fun but holy shit it's pretty damn difficult at the halfway point. I'm doing continuous and I was running really low on ammo especially that second Cyber. I felt that 2 cybers might be too much here. I had no choice but to 2 BFG blast them because the plasma is pretty scarce on this map. Instead of the four backpacks I would Replace them with 1 of each bulk ammo for the extra bit of ammo for each gun and I agree with degree on the mega armor ambush, that may need to be toned down a bit jeez. This map is fun though and I liked it. I would also put some bulk cells in the pg secret because those Arch-viles will retract that ammo but I need them for the cyber so I had to use the SSG against them. Good map needs more ammo and maybe less enemies. 0 Quote Share this post Link to post
Dylan Jarvis Posted August 2, 2015 MAP31 No Name: Not a bad secret however I would of liked to see only SS nazis Demons and boss monsters because the imps were out of place here. Not much else to say its a decent map. MAP32 Grosse Simple: Also not a bad super secret level. I didn't like the platform to platform onto spiky ledges it was weird but this map does Dead Simple justice and the Cyber Demon was well used blocking the exit. MAP16 Waterside: Damn fun and difficult. Definite improvement on the chasm. Cannonball really knows how to make good maps as I enjoyed all his work in Nova 2. This map needs to be move up though because god damn the map was super challenging. A close up Cyber in an area and an Arch-vile creeping up behind you while you are trying to battle baddies is insane as it gets. great map. Map17 Projects: Oh boy this map I didn't even finish. I did not like it at all, I'm sorry. Way too many switches that I have no idea what they did. There is another switch that raises a platform and if you didn't see it you can't get that secret. The Cyberdemon wasn't necessary for this map. The map is way to dark for being outside (yes I know the focus is dark but come on.) This map was transformed into a apartment district of some sort IDK. This map seems to not know what it wants to be in some parts. Is it a city map or is it a techbase? This map needs some serious work. Brighten it up remove some of the switches and secrets and get rid of the Cyber it doesn't fit in this map. This map is just bad. But I guess there needs to be that token bad map and this is it. I don't think I have anything positive to say but nice try. Also these hitscanners are too high up move the windows lower or something. MAP18 Infected Well: At first I was thinking that this map wasn't city enough and then I thought of it's placement and realized that the courtyard uses blood and marble textures so it's in the clear. This is better than the pit but it still has those annoyances from the map that still irritate other than that good placement. MAP19 Abandoned Market: Fun map I love abandoned mines and like this map, it's not as good as the original but it does fit the bill and it's fun to play as well. There isn't really much to say the map is a little more tricky in some spot contrary to the original. I suggest putting a window here. I think it would fit and be less boring looking MAP20 The Gantchlet: Please change that name lol. This map was ok. It's got some tricky spots and uses a lot of cacodemons which I appreciate, there are some unfair spots though. Those chaingunners in the pit area always take a chunk out of my health no matter what I try and there's a lot of rev snipers that I didn't like. This map felt like it was trying to be hard and it was but it just came off as desperate. I didn't like how you had to lower a platform to get to the exit. It doesn't make much sense. And the exit looks bad too. This map could use a tune up. I think it's position should be moved. Please don't do something like this it's not funny and you can't even get to it. 0 Quote Share this post Link to post
Archi Posted August 12, 2015 Going to test maps on my twitch channel: http://www.twitch.tv/d3archi 0 Quote Share this post Link to post
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