Map critique requested

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Giest118
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Joined: Fri Dec 05, 2003 11:02 pm

Map critique requested

Post by Giest118 »

http://www.megaupload.com/?d=1VXY1WCG

Just some maps for a wad I'm making called Tales of Doom. I would like some feedback... so just tell me what you think. Suggestions for improvement are very welcome.
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Demolisher
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Re: Map critique requested

Post by Demolisher »

Very nice, like the conversations, almost has that feeling like you were too late to save him...
The cycloid boss room needs obsticals so you can't constantly strafe around his attacks.
Very nice level design, I lol'd at the beginning with the cybies.
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MasterOFDeath
... in rememberance ...
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Re: Map critique requested

Post by MasterOFDeath »

You could have just edited your thread in projects, heh.

Anyways, some stuff from me:

Map 1: In the blue key trap, move the weapons outside of it. Getting surprised by a fast monster when you get switched to a ROCKET LAUNCHER at POINT BLANK is a bad idea.

Map 3: Okay, this is both better and worse than the original version. The beginning room is no longer boring, but now its just stupid: Nuke all, or at least most of the hitscanners (such as the several shotgun guys guarding the base of the lift) When doing monster placement keep in mind that hitscan attacks both can't be dodged and have the potential to really hurt - especially shotgunners at close range. Getting sniped by chaingunners isn't very great either. And a little extra health in here would be nice.

The outside blue ring is much better, but could maybe use a little more ammo. And health please! Don't be afraid to stash piles of stimpacks or medkits here and there when putting in this many monsters. If you want them to be hard to get, maybe put them at the far ends of the halls. Those red rock/lava rooms would also be a neat place to hide powerups.

Thanks srsly for making the boss easier, but you didn't have to make him completely pathetic either. Now he feels too easy. I was able to knock off almost all of his health by just standing across the room and pelting him with plasma while he kept summoning comets from the ceiling. And if you stand close to him while he summons those his attacks do nothing and you can just keep shooting him until he either finishes or goes into pain (rare). His attacks could work, just keep him from using that ceiling comet rain so often. Overall really this map is better than it was, but still needs work.

And this applies to the whole wad: Okay honestly I don't like the use of DN3D monsters. They feel out of place. If you want some more doomy monster replacements check out Tormentor's beastiary.
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