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SleepyCat

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    UAC Catgirl
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  1. A generally lovely set of well designed levels that gently ramp up the difficulty
  2. That was gloriously silly fun, also the little hats on the cacos were amazing :)
  3. Really nice ratchetting up difficulty curve, didn't feel like any of the traps or ambushes were particularly unfair, nice coherent look to everything, just very appreciated. Special mention to MAP04: "Sinking Tower of Jdjrklgufitwhtyugofplmuilginsynopdkzdnhtmksld♥ugngdmdjsdrbfnunrkdyvmfdck" because it was just a really nice simple concept well executed and something about it made me go "oooh yes this is strong design".
  4. Nice map, there's a few computer bank textures that cut off half way through a screen, and the tops of your crates seem to use one of the floor flats instead of crate tops, neither of those things are show stoppers just polish. Although I preferred the first half to the second Overall I liked it, but I feel the middle section could do with some tweaking although possibly others just like that stuff more than me :)
  5. Nice little visual details, a few good little ambushes,
  6. Some nice design stuff varying between the opening tight corridors and later more open stuff, you've done some fun tricks with opening doors for various types of ambush and including some entertaining secrets, a good start :)
  7. That's a fun little map, some good shotgunning, strong soundtrack
  8. I gave it a quick run through and I don't have much useful commentary besides it was a lot of fun.
  9. Ta for the review :) Yeah its not a very exciting one, first one I've built for literally years and was being built for a purpose of modelling an actual place for reasons to show it off to people - the sense of scaling is off (if I was building it again I'd make everything a lot tighter and more constrainted) its designed for newbies, and overall it just about does the job. I'm glad it still had a sense of place, I think thats sort of one major thing I aim for in maps like a feeling of why its all there and environmental features and storytelling (at some point I'm going to try and make something more deliberately abstract I think just to learn how). Glad it still got above 5/10 :)
  10. Thanks for that, the difficulty and complexity dramatically ramp up from the first couple of very gentle levels which was a nice progression, managed to find the secret level and some of the secrets on my playthrough and looking forward to seeing more :)
  11. Sure but I think I was about 90ish monsters into a 120ish monster map from memory before I got a chaingun, so I got a SSG early and then basically the entire rest of the map was just hammering people in the face with it over and over again. Handing out other weapons just a little bit, like as rewards for various fights can help, remember having a weapon is totally useless without ammo so you can dole out the guns as long as you're careful to restrict the ammunition and make the players work for it and pick and choose what to use when - so instead of just hundreds of shells everywhere like a few bullets or a couple of rockets or a handful of small cell packs. I mean up to you at the end of the day, but a little variety can be spicy to give people more ability to pick and choose for fights - although it does make balancing tricky. I would suggest just making all the bars trip the effect? That would in general be the convention I believe, effectively hiding a button that looks identical to all the other potential buttons may well confuse players. You too :)
  12. @Uni Musuotankarep "Industry Town" Murdered my way through some buildings and had fun, so lets talk about that :)
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