printz wrote:I would really love to see or try a combination between the more ominous levels of Doom 2 (Monster Condo) with the more ominous maps of Doom 1 (probably E2M6 or something GSTONE from E3).
printz wrote:Unfortunately, I don't map well when constrained like this unless I can actually start from map X, paste important parts from Y, and tune-up.
Blue Shadow wrote:The thing that annoyed me is the more-than-often monster repopulation, it just got tedious after awhile, having to fight new "waves" of monsters in the same area more than like three times or so. I know that you want to make a continuous action for the player to engage in and I agree on that, but the map seemed like it'll never end. I mean, it took me more than 30 minutes to finish it.
Yeah, I love punishing the player for fleeing. It's always great when monsters are recycled and not let to oscillate on a ledge with nothing in sight.esselfortium wrote:Blue Shadow wrote:The thing that annoyed me is the more-than-often monster repopulation, it just got tedious after awhile, having to fight new "waves" of monsters in the same area more than like three times or so. I know that you want to make a continuous action for the player to engage in and I agree on that, but the map seemed like it'll never end. I mean, it took me more than 30 minutes to finish it.
Monster repopulation is alright when used sparingly, but I find it much more effective to connect map areas together in such a way that monsters from one area will be able to torment the player elsewhere if he tries to ignore them, whether they're free-roaming monsters, cacodemons that fly through windows, monsters up on ledges that the player will later have to cross, etc.
Problem is that it's not clipping. If the map is UDMF that's a quick fix (Applying the ClipMidTex flag). I think the problem may not show up in GZDoom, because I'm not sure GL can handle non-clipped planes.Blue Shadow wrote:
- (Screenshot #1) In the maze behind the blue key door, there is a grater? that is clipping through the ceilling.
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