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Capellan

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Everything posted by Capellan

  1. I'll PM you. Don't want to post spoilers.
  2. "Functional" and "adequate" are my main take-aways so far too, as of map19, though I did think a couple of maps had a bit more going on.
  3. Does there need to be a door? I'm a big fan of eliminating doors where possible. If there does need to be a door ... Flank each door with an inaccessible cubby hole that has actual keys of the right kind in it, maybe? I guess people could still get confused by what you're trying to tell them, though. Still, if you have a key you're not using for the exit, you could introduce the concept to them earlier in the map. Or put something on the floor in front of the door e.g. "a red carpet on the floor in front of a door means it leads to the red key"
  4. You can understand that stuff without actually being good at the game. Some people simply don't have the fine motor control (or simply the inclination) to be excel at Doom.
  5. I am going to need to file a complaint about that blinking light. Could be an electrical short.
  6. Sector 121 and 127 have ceiling height 0. That's your problem. There appears to be no reason you couldn't just delete those sectors.
  7. Not in the slightest. I play computer games to relax and enjoy myself, and very rarely have much interest in "getting good" at them. I did work a bit on getting better at Civilization IV, back in the day, but that was very much the exception (and even then, I only ever got to solidly-Monarch-level player, which is difficulty level 5 of 7, IIRC). I play Doom WADs on HMP and if they're too difficult to be fun for me then I play something else. It's not like I am short on options. On the other hand, other people find "getting good" to be fun, and that's just as valid a form of enjoyment.
  8. MAP01 HMP continuous no music, as always. Feels more like a showcase of the new zombie graphics and amped up pistol than a real level, as the actual map is just a few boxy rooms. It's functional enough stuff, though. I expect there will be more ambition later, but for the early maps at least I'll probably record a few at a time, going forward..
  9. Triple-Play is very long in the tooth, now, but IMO still worth a look as an early example of "the map plays completely differently on different difficulty settings".
  10. E4M8 Conceptually similar to E3M8, but IMO much better executed. A solid finale for the WAD.
  11. "Fun" is entirely subjective. "Fair" significantly so. Just look at the varying opinions of maps in any given DW MegaWAD Club thread for examples. Without some idea of what other WADs you considered to be fun and fair, all you're going to get is people's favourite recent stuff (for varying definitions of "recent") without any regard for what is right for you.
  12. Heh. Now I'm thinking about the potential for an entire project that's designed for -fast.
  13. I was a bit surprised to see it mentioned. On the other hand, difficulty settings are enabled. Playing on HNTR is going to be quite a bit more relaxed.
  14. E4M6 This map is less sophisticated than E4M5, and has a very much 'arcade game' layout with little sense of being a real place, but I had considerably more fun here. Video includes the final fight of E4M5 at the start.
  15. E4M5 I respect the hard work that obviously went into this, and acknowledge that is (a) looks good, and (b) is technically sound. I still pretty much hated it. NB: video is 52 minutes and does not include the actual end of the map. You'll see that at the start of tomorrow's map, because I cut this one off to do part of the map off camera and save you from having the listen to even-grouchier-than-normal-Adam.
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