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Spoiler:-----DOWNLOAD-----
Mediafire Link
UPDATED VERSION HERE
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Spoiler:-----DOWNLOAD-----
Spoiler:
Spoiler:From that platform you can easily do a jump (just a regular vanilla running jump) of a distance that takes you to the fence/bars. The "problem" is even more obvious if you jump across to the crates. Once you are on the crates, visually there is no reason why you shouldn't just be able to jump over the side and into the nukage to get the blue key. However, the impassable line stops you. I know that the blocking needs to be this way for the map logic to work and I know that we are all familiar with this kind of thing in Doom maps (and other games for that matter) but, if you can avoid situations where it looks like you should be able to cross something but can't, it helps to make things better IMO.
Spoiler:Given that you are a relatively inexperienced mapper, I'm going to guess that you don't know about how upper/lower unpegging can be used to fix this. If you have an alcove like this, set the line with the upper/lower texures above/below the alcove to have the upper and lower unpegged flags. Then make sure that the side def has the same Y offset as the 1S lines either side of the alcove and then X-align as normal. It was years before I found about about that.
Updated the credits.The Zombie Killer wrote:I haven't tried the map yet, but just have a little bit of advice here: don't use "Realm667" as the name you credit a resource for. Realm667 is merely the site it is hosted on, it's like crediting Mediafire for a resource because that's where you got it from. Realm667's resources have a "credits" tab, and that's where you'll find the names to credit.
Map looks pretty nice, I'll definitely give it a look when I get the chance
I'll look into Fixing that.Enjay wrote:Oooh, I really like this map. I wish that my first releases could have been of this quality. The gameplay was just right for me. The balance of enemy types and difficulty was very nice for a reasonably casual play through on medium difficulty. I really liked the progression, connectivity and logic of the map and it looks great. The lighting in particular deserves a mention.
A minor logistical point:
By the blue key...
Spoiler:From that platform you can easily do a jump (just a regular vanilla running jump) of a distance that takes you to the fence/bars. The "problem" is even more obvious if you jump across to the crates. Once you are on the crates, visually there is no reason why you shouldn't just be able to jump over the side and into the nukage to get the blue key. However, the impassable line stops you. I know that the blocking needs to be this way for the map logic to work and I know that we are all familiar with this kind of thing in Doom maps (and other games for that matter) but, if you can avoid situations where it looks like you should be able to cross something but can't, it helps to make things better IMO.
Other than "do some more" I really don't have much more to say.
I do have one tip, however. I noticed in a few places misaligned textures above and below wall alcoves.
Spoiler:Given that you are a relatively inexperienced mapper, I'm going to guess that you don't know about how upper/lower unpegging can be used to fix this. If you have an alcove like this, set the line with the upper/lower texures above/below the alcove to have the upper and lower unpegged flags. Then make sure that the side def has the same Y offset as the 1S lines either side of the alcove and then X-align as normal. It was years before I found about about that.
Other than noticing one or two other slight misalignments and one door where the doortracks moved, everything was really pretty sweet and even the "problems" that I mentioned are very minor ones.
[edit] Oh yes, and ZDoom supports ZIP files natively but not RAR files. If you upload a zip, people can play it without extracting the WAD.[/edit]
Spoiler:The alcove on the left does not have the upper/lower unpegged flags set. The one on the right does. Other than that, the two alcoves are much the same.
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Script error, "mono.wad:MAPINFO" line 7:
Unknown property 'defaultmap' found in map definition
e.g.The Wiki wrote:A map definition begins with the keyword “map”. You can also specify standard characteristics for later map definitions by using the keyword “defaultmap” or “adddefaultmap” instead
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defaultmap
{
sucktime = 1
}