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Feb 23rd, 2022
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  1. 23/02 - - I like the start, when you open the door to reveal the first big area is a cool moment.
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  3. - At this part the strange blocking lines should be marked or ,ideally, removed. Took me a while to figure out where to drop down and feels unnatural in how it blocks you, at first I thought it was a monster blocking me.
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  5. - Your map is essentially several large rooms connected to each other by a door. I think you need to add more diversity to have them feel distinct. One example is the doors that connect them, they could be bigger since the textures don't tile you can make them any size. You could make them much larger or maybe even have multiple doors that open simultaneously, I think keeping them at 128 wide is too limiting.
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  7. - I think there is also a need for more height variation, not just across the map but also within the same rooms, this could help make it feel more cohesive and less like several disparate rooms.
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  9. - The secrets need to be looked at, there are 31 secrets. You have every sector after your secret sector marked as a secret too. This happens if you build a sector, mark it secret then build a sector off of that, it will carry over that secret flag. The progression in the secret area with the BFG is a bit backwards I think, you have the BFG first and then a room following it with just monsters in it. This means ideally you grab the BFG and ignore the second room, it would make more sense to put the BFG in the big, ornate room rather than a little cubby. This blue/white corridor is a good example of where you can include height variation. You could add a staircase, a lift, a raised section, all sorts of cool stuff.
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  11. - The balance needs to be looked at, there is way too much health for how many monsters there are. I think you should really bump up the number of monsters you have in the map given the area is so large. There are big mostly empty sections that could be filled with monsters. This ties in to my next point. I think the map needs more rockets. Big rooms like this are super fun to use rockets in. They would also help enemies that clump up in the narrow doorways. You could also use a plasmagun. Maybe rocket launcher / plasma gun replace usual ssg / chaingun as they are fun to use in big open rooms and can make the gameplay a bit more novel or unexpected? What do you think?
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  13. - In the last room it's unclear where the door is in this room unless you look at the automap or stumble upon it randomly. You could remove the green pillar in front of it and maybe replace it with some little bit of other detailing? Given that it's the door to the exit it could look quite cool.
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  15. - The midi needs to be changed. As funny as it is it's too annoying to actually be used in a map. I can help you find one if needed otherwise I'll be happy to check out whatever you want to use.
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  17. - I like the detailing you have in the rooms, I do think you need more of it too. I like the abstract and somehow dark theme.
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  20. I like what you've got so far and I think with a few key changes it could be hugely enjoyable. I think the strength of this map is in the large open architecture and I think you can leverage that with denser monster packs and using rockets/plasma. I'm looking forward to see how this progresses!
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