EinhanderZwei wrote:Also, it's very heavy on plot, involving themes like environmentalism, psychology, as well as some gore, zombies and bewbs to avoid boredom
Sinael wrote:most textures look like they were photographed than downscale/blurred without any post edition, therefore lots of weird color dots, in best traditions of the first 90-era "realism" attempts. GZDoom can handle true color textures, so use them!
Sinael wrote:Art consistency also needs some work: at first there are anime girls in photo's and thumbnails, but then there's a real life photo billboards and other stuff like out-of-place looking guns and stuff like that - you should either go at semi-realistic or anime-ise everything, chose one style and go with it.
Sinael wrote:Mapping - some parts are nice, some parts are ugly
Sinael wrote:If you go for animesque look I'd suggest redrawing stuff in a crisp cartoon way - it would look much better in Doom than photo-textures, and would also align much better.
Sinael wrote:The doors that shut back right after they been opened
Sinael wrote:holes (in the hull I guess?) and windows should actually have something behind them, some basic landscape or at least a skybox.
Sinael wrote:You should get some people who actually actively mod/play doom on a regular basis on you little team - that would surely help you.
Cage wrote:I have only checked the shots so far, the texture quality varies a bit and the outside view looks a bit more like sky than deep space IMO, but pretty decent so far. It gives off the Marathon vibe a bit.
Cage wrote:Hope they're justified, not just boobs for the sake of boobs!
Ed the Bat wrote:Checked inside the download. Found the game split amongst at least three packages, two of which just seem to be Freedoom resources.
Ed the Bat wrote:Also see some redefined actors in the third package (including DoomPlayer). None of this instills confidence.
EinhanderZwei wrote:However, it's supposed to take place underwater
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
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)
Jimmy wrote:Okay, I apologize in advance for being brutal, but I really am not terribly impressed so far.
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.
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.
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.
Jimmy wrote:There is also very little manuevrability - there's a lot of crouching through tiny spaces, being crushed by claustrophobic corridors, squeezing oneself past decorations and objects that seem to be there purely to be in the way or heavily distracting, and navigating strange rocky formations that make exploring the maps a real bitch.
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.
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??
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.
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.
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
Jimmy wrote:(with ammo, please - why give the player a weapon but no ammo for it)
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.
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.
Jimmy wrote:I, um, yeah... I don't get this at all. Sorry.
Ed the Bat wrote:I just got ahold of v1.1 (I'd been a bit distracted...) to finally give it a try. Right away, I have a pretty serious bug to report. After a while I started noticing bulletpuffs in my face with no injuries, and it dawned on me that I was invulnerable. So I checked the DECORATE and ACS. Apparently, when I was following the instructions to protect myself in Diving Mode, having it taken away from me meant the A_UnSetReflectiveInvulnerable frame in its Ready state was never called, and I've been stuck with invulnerability for the entire adventure.
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