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Everything posted by Cutman
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Ok. I am going to try to enforce all discussion of the maps themselves here and any other extra fluff (social, graphics, etc) to go to the discord. Please continue to upload maps to this thread or the drive and not on the discord if you're ready to start receiving feedback. I've also created a google spreadsheet on the drive so we can easily see what is done and what is available to test. The folder structure is still a bit messy but that can be ironed out once we have a full set of maps to test. You can find a link to the google drive to find the sheet on the first post.
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I actually agree. There are people giving feedback to maps in the discord that I wouldn't have known about if I hadn't had joined to take a look, as well as people showcasing their maps (which is fine to do privately if you need on hand feedback). Someone pointed out an issue with map20 I had no idea about for example (fixed now). At the end of the day the people here are interested in the project and what its status is, not hanging out and doing whatever else. This is key @Johnny Cruelty. Maybe it's best if you let someone else handle running the project and communications and you handle the "cool" stuff like the music, artwork and direction the maps go? I don't mind project management if no one else does, I want to see this project finished as I'm invested in what people have been producing. The last thing we want is people dropping and losing interest because communication is scattered.
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Great map! My only gripe (other than a few doors that are a bit fat and look funky) is the damaging floor maze. It probably should either not damage you (like in the original) or deal 5% instead. If you get lost you at least have a bit of extra time to find a way out. Also think there's way too many invulnerabilites in there, they should probably be rad suits and maybe just have one in there to reward you for going through the trouble of it. Edit: Since it was asked about a while ago: Par time for map08 should be 7 minutes, par time for map20 should be 15 minutes.
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@DoomGappy @The Royal We And finally finished this one. Feels like the hardest one so far with its puzzle box traps. The blue key fight can be cheesed if you tip toe into the room. With voodoo dolls I imagine it would be easy to fix this, though you may want to leave it if you want players to be able to cut down this fight piece by piece. Personally I prefer just jumping in with the plasma. However I think there may be one too many chaingunners waiting for you outside, picking them off before you can platform to the key is a pain. Some missing textures here, and the door texture is too tall (see screenshot). The double pain elemental trap is a bit mean, I would maybe allow the player to escape back or drop some health in there as they're about to face: WAY too many shotgunners! I actually don't mind this too much but the ones on the ledge tend to take their time teleporting in which is a bit of a slog. You may want to reexamine their teleport closet. It seems you can't return after reaching the exit area. I would make it so you can so you can try to hunt down all the secrets. Also in co-op you might get stuck here, though I'm not sure if we're testing for co-op. The Computer Area Map reveals some random lines when you first get and look at it.
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@SpaceCat_2001 I liked it, I enjoy the tense start. MAP10 is my favourite map in Doom2 so I recognized the influences. Not so much the E1M10 ones but only because I've never played that map. Here's a few bugs and nitpicks: Playing with the elevator switches near the start can do... well, this (see screenshot 1). This slow raising door is weird. Not sure if a bug or intended as a timed door? Either way there are nicer ways to do this, but letting the player in there a few seconds early surely isn't going to harm anything (2). Not sure why this door locks behind you and makes you run all the way around again after getting the blue key (3). Cacos can get up here which looks a bit weird (4). This Arachno got stuck after infighting. It may be best to put monster blocking lines around some of these to stop this from happening (5). The sudden raising platforms still damage you if you manage to ride them up. The lowered exit platform also damages you. There's a missing texture here, maybe more (5). Also I think all the damaging liquids hurt you too much in this map, especially when this is your first run through and you're trying to figure out where to go. Maybe knock them down to the weaker version. Floating medikits (6).