Alright folks, first things first...
I have just released the OCEAN Demo 1.1! As I've promised, I have addressed some of the more annoying bugs, as well as optimized a lot of things
The download links can be found here:
http://e-u-l-mk2.blogspot.com/2014/06/o ... eased.html
For your convenience, reprinting the changelog:
* Reduced the number of startup error messages;
* Moved around the hints and opening credits;
* Reduced the number of necessary files;
* Weakened the nurses - now their attack are less frequent and slightly less damaging;
* Fixed one of the ceiling textures in Hypothermia, as well as one mapping issue (now there's an ability to crawl back rom the conference room);
* No more chainsaw puffs in diving mode;
* Fixed a minor GUI issue on MAP01;
* Recompressed some of the textures to JPG.
Now, onto your feedbacks
Cage wrote:I know

Thought that the term deep space means also a low, deep water level but guess not, lol. Guess "the deep" is more proper

Hehe, I also prefer 'the Abyss', because that movie's influence is hopefully noticeable, too
Cage wrote:One more thing: If you want to make it somewhat realistic, think about any safety precautions this kind of facility would need - construction wise, maybe some kind of airlocks in maps (to seal of areas in case of breach)
Yep, I actually did put some things like that in, but I guess it needs more

By the way, that actually is the plot explanation to awkward doors here and there. The idea is that they are supposed to be sealed by default, but once you reach them, they get temporarily 'unsea'ed just so that you can progress - this is openly referenced and shown in MAP06 'Marina'
Jimmy wrote:Okay, I apologize in advance for being brutal, but I really am not terribly impressed so far.
It's okay, as long as your criticism is constructive. And besides, since that's my first 'serious' wad, there's a lot of wisdom I have yet to absorb
Jimmy wrote:For one thing, holy shit that's a lot of texture errors when you first load it up. Took about a minute for the game to get going because of all those.
Yup, fixed in Demo 1.1!
Jimmy wrote:The textures that are there have been butchered by an enhance filter which leads to strange colored artifacts everywhere, and the levels become difficult to navigate because of all the visual clutter.
As stated above, that I'll fix, too!
Jimmy wrote:The map design seems pretty poor - there are
weird, abstract shapes and constructs in the first level which I guess is supposed to take place underwater. I started the level underwater, then walked into not-water. Then back into water. This is incredibly strange.
Ummm... that's a weird screenshot; there supposed to be FadeSetters and stuff around, so it actually looks underwater :O Please make sure you're using GZDoom!
Well, to be 100% honest, that was part of the idea - to make the player feel uncomfortable AND to make the maps exploration a real bitch. Just keep in mind that I'm not trying to replicate the look, feel and pace of DOOM here; I'm trying to make it closer to System Shock 1-2, and we all know how notable they were for deliberately asphyxiating map designs
Jimmy wrote:Also um what the hell is going on
here. The two (incredibly misaligned) posters on the right
scroll - the one on the left does not. LOGIC.
This is supposed to be a broken and glitchy monitor screen. But alright, I'll sure make it look more like one
Jimmy wrote:The doors I've encountered so far have been incredibly awkward. The first one you have to open (in MAP02) has no delay. The door opens super-fast then closes immediately. Why??
Yes, it was a deliberate design choice. The idea is that they are permanently sealed, but a terrorist attack (the guys you meet at MAP05) has damaged the control systems, resulting in glitchy door behavior.
Jimmy wrote:Then I couldn't even get through
this one without crouching (also note the missing texture bug above the opening). Then suddenly the screen went blue as if I was underwater, then I drowned. WTF?
Playtesting.
Now those are good catches! Thank you, I'll see what I can do about all these points
Jimmy wrote:The "diving mode" thing was confusing as well - I had to manually reselect it when I re-entered that underwater section in MAP02. Which I might add was through a secret door from an above-water section. Again, strange. This isn't how water works.
Well, the need to reselect it is explained by a hint right before the hazardous section, so... But as for the secret door, I'll fix that for sure!
Jimmy wrote:Given that MAP03 features multiple enemies that can kill you in a less than a few seconds, I would strongly recommend putting the first weapon (the pistol) in MAP02 in a location that isn't optional, to guarantee the player actually gets the weapon
I'll think about it... the idea was to encourage the stealth approach as opposed to brute force, and that's why MAP03 features several traps you can trigger instead of engaging the enemies directly - think Die Hard instead of DOOM here
Jimmy wrote:(with ammo, please - why give the player a weapon but no ammo for it)
That's another deliberate design choice, to give it the 'survival horror'-like feeling of unsafety
Jimmy wrote:Powerups have "health", "weapon", and "ammo" in big green text floating above them, but the switch textures aren't clear at all - in fact, in the first level you have to hit three switches, one of which looks completely different to the rest of them.
That's a good catch - I'll definitely rework this and retexture the switches!
Jimmy wrote:Telling when you're underwater is not easy, because the blue screen fade you might usually use has only been used in one sector so far.
I swear, the fade is used wherever it should be, so I guess it has something to do with your source port and/or settings

You can try opening the maps in Doom Builder for proof
Jimmy wrote:I also don't understand the abundance of female models on the textures. Why does
this exist, and what is
this? A gigantic pin-up calendar? In the entrance to an underwater base?
Ah yes, this is sort-of-a-product-placement (person placement?) for Doncella Suicide

And besides, this is not supposed to be a
base. It's a science lab that was run over by an eccentric manager (who you will interact with in the full game) who just felt the need to resort to posters like this in order to promote her ecological enterprises. To put it short, it will be explained in the story
Jimmy wrote:I, um, yeah... I don't get this at all. Sorry.
https://www.youtube.com/watch?v=NPOb3DlB7WA 