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Show posts MenuQuote from: Micky C on 31 December 2013, 11:37:06
Also, what kind of glitches are you afraid of if you add more detail?
Quote from: Micky C on 24 December 2013, 12:03:31The map had a good sense of progression and variety; cave, high tech, alien, outdoor so it felt nice and full which is good. Because I was playing with polymer there were framerate issues at times. For example around that big alien spaceship in the lake, I died many times because there was so much going on that it dragged the framerate down.
QuoteNote that turrets are framerate killers; they shoot lots of laser sprites, and those sprites all generate polymer lights, so all that plus the TWO battlelords (I was playing on the easiest setting, might want to tone that down a bit) and the dozens of other enemies, including troopers which also shoot that resource intensive laser sprite really resulted in a lot of unfair deaths. So yeah I'd restrict one of those battlelords and the turrets to a higher up skill level.
QuoteAlso found the boss battle at the end pretty difficult, there wasn't a lot of room to move or much cover to hide behind IIRC.
QuoteThe only problems from a technical point of view were some slightly stretched textures in the elevators, and in the WC in the mess hall, when the swing door was closed, it caused the normal map on the floor to go all funky and the sector didn't receive polymer light (not sure but it might be due to possible overlapping sectors, but if you can't fix it it's not a big deal since most non-mappers wouldn't notice).
QuoteUnlike Forge I did enjoy the gameplay. Sometimes it just feels nice to wander around a bit, and I never got too lost (the automap was invaluable in the cave), and there was more than enough ammo.
QuoteAs for the shading, like I said put more lights in the cave. And even though the map uses polymer lighting, you should always use a bit of manual shading as well. Different areas should have different overall shades (especially indoor vs outdoor), and adjacent walls as well as ceilings should have a few shades' difference between them as this helps give the map more depth.
QuoteStill, an enjoyable map, I'd give it perhaps an 85 out of 100. I really look forward to your next map
Quote from: Forge on 24 December 2013, 06:18:13
not really a huge fan of maze maps; and this one is loaded with them. cave mazes, underwater mazes, vent mazes
what makes them especially bad is the one shade fits all for every wall, ceiling, and floor while in those mazes
Quotei didn't use dukeplus so some health placement was off and too far apart
on the other hand the ammo stashes were usually too close together
Quotedidn't find the shriker, but found an expander in a supply room. too bad you can't pick it up
Quotepicop tanks and fat commanders in small hallways are annoying
Quote from: Micky C on 23 December 2013, 14:59:46
Before you get Forge to upload it, let me do a playthrough for any final missed problems...
Quote from: methy on 20 December 2013, 21:33:18There is good stuff in the map, and it's definitely a good first map, however there are many small issues. Lack of shading and wall shading, oversized empty areas, minimalistic texturing and architecture in some areas... It was also a bit hard to know where to go at times but I never got 'lost' for long.
Gameplay felt a little weird too. At first I was over 100hp with 100 armor before seeing a single enemy, then I ran out of ammo, then suddenly back to 200hp 100 armor, a medipack and TONS of ammo... I know I didn't play with dukeplus but I don't think this would change much and it is more a matter of item placement.
QuoteMy biggest complain were the enemies when you use the teleporter to get into the ship. You use that teleporter, you're pretty sure to die considering the ammount of (tough) enemies waiting for you on the other side; and it's 99% likely that the player WILL use it because the other way in, from underwater, is not very visible as I missed it even though I spent a few mins completely clearing the underwater area.
QuoteI think the map isn't bad, but that you should spend one more day polishing it, polishing item and enemy placement, fixing the misaligned textures, making architecture and shading a little more interesting on the edges, etc
QuoteHope you make more, there is definitely potential, as like I said, the map feels SOMEWHAT fresh and original in its theme and how it goes through different locations in a progressive logical way.
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