Patriot1776 wrote:Nice first step with this series! Will say that you need to implement more ways of regaining health since to stay true to Wolfenstein, you're not supposed to be finding medikits and plates of food everywhere, especially in places it would be illogical for them to be. What I think would help would be implementing water fountains where, you walk up to a linedef, drink water, and can recover health up to 25 or 30 or so, to make up for the dearth of medikits and how the SS guys' bullets knock huge chunks off your health.
Water fountains sound like a good idea, maybe I could have them give you 5 health each use, but only have around 5 uses so you can't just run back to it and grind for health. I could also have some generic food items other than the full plates in mess halls and barracks.
Patriot1776 wrote:Sorta think the SS guys bullet attack damage could be toned down just a tad. Was playing on 'Hey Not Too Rough' and had an extremely hard time finishing the level even then, needed to use 'resurrect' twice to finish it.
Yeah, I made the SS shoot damaging bullets to make up for the fact they no longer shoot like shotgunners. I will nerf them slightly but not too much. On a side note, The mission is the same on pretty much all difficulties, I will probably make them vary slightly in the next mission. I usually play Doom on Normal, so I'm not used to switching difficulties.
Patriot1776 wrote:More ammo caches would be appreciated too. Didn't have enough ammo, even after grabbing the flamethrower, to take down the Colonel. Had to give myself some ammo to finish him off, so more ammo stocks and caches, maybe even finding some gas cans before the boss fight so you got more ammo for the flamethrower to finish it would help.
I did have some ammo trouble with ammo when testing, so I might put in some more ammo, but not in plain sight. I don't want it to be too easy. Maybe I could have some enemies drop extra ammo as well as a weapon.
Thanks for the feedback Patriot, I might update this one to fix it a bit. The next mission will have more opportunities to heal as well as some more ammo caches. (Maybe there could be an armoury you have to enter?)
XCVG wrote:Mixed to favorable impressions.
The weapons are okay, but the ammo limit of 150 seems a little low. The higher-level guards do way too much damage too quickly. I'd rather have a higher ammo limit and less damaging enemies in exchange for fewer items. The items are kind of arbitrarily placed, which detracts from the map as well.
I'll be sure to make the items more logically placed in the next mission. Does 200 bullets sound like a good minimum? As I said earlier I will nerf the guards slightly.
XCVG wrote:The architecture was rather schizophrenic. It's realistic yet arbitrary. Going from an open factory to randomly twisting corridors is quite jarring. Some portions of the map are logical and some make no sense. Some segments appear to be laid out on a Wolfenstein-style grid and others clearly aren't. It did look pretty good throughout, however, apart from rather jarring dead ends.
I tried to put different things into sectors of the map, (An office sector, a factory sector etc) but maybe I could have it more spread out to not put them too close.
XCVG wrote:At times I was confused as to what I was supposed to be doing or where I was supposed to go. There's a switch that I thought didn't do anything until I backtracked and found a new area had opened up- one previously blocked off by an invisible wall. And then I wandered around some more before I figured out that I was supposed to blow up a valve to get a key. Then an alarm went off but nothing actually happened.
Why not message the player telling them a security gate has been opened, and then after they blow up the valve spawn some enemies and open some doors? There's also the burning money at the end- if it weren't for this thread I never would have got it. I know I'm probably in the minority opinion but I think this could really benefit from some prompts.
I tried to make the valve stick out so the player would shoot it, maybe some "WARNING FLAMMABLE" signs could help with this. The pipes drop a key which I admit is kind of weird, next time I'll have it trigger a door to open. Prompts will be added in the next mission.
XCVG wrote:I was hoping for more than a key/switch hunt, but it was a pretty good key/switch hunt. I'm looking forward to the next installment and hoping for some improvements.
I will base the next missions objectives more around stuff like "Blow open this door with some of those barrels" or "Launch/Blow up this rocket to get underneath it" or other more dynamic ways to progress.
Thanks for the feedback XCVG, I'll be sure to make the next mission a bit more reasonable with knowing what you're supposed to do. I might not put in direct prompts, but instead put them in a briefing file you get with the mission that tells you some details about what you need to do, like "Intel says this wall is fragile" or something.