mumblemumble wrote:Exit has no label, and doesn't have anything keeping me from leaving before I explored it all.
If you found an exit particularly early on, why should I stop you from completing the level? I wanted to give the player plenty of areas to explore without explicitly forcing you to do so.
Theres very little armor and health, even ammo at the first bit, and it seems like if you don't B-line for the shotgun, you wont fare well. Seems green armor, chaingun, shotgun, or even a chainsaw at the start would help. or berserk.
Play at a different skill level. The placement of certain tactically-advantageous items (or their existence at all) changes between skill levels, as well as there being a very large difference between armor/health balance at higher skills. On the easiest difficulties, there is little armor in favor of it being possible to collect 800 health and certainly far more than enough ammo to kill everything on the level 5 times over; on UV/NM, there is only enough ammo to deal with the present threat with perhaps a 15% overhead and about half as much health, but you can find a lot more armor.
KeksDose wrote:We are on zdoom, the place where a basic weapon mod gets more thread replies in a day than a brand new map set in an entire month.
Fair enough I guess.
Anyway, not sure why you bothered to include the map stats.
Tradition.
Not all exits are marked, so the level was a surprisingly short-lived experience. The level itself is not challenging enough for me to go back and try it again without leaving 80% unexplored. I had a very weak first impression of this map since I find it very difficult to get into something that does not stray very far at all from "chip away at low tier enemies with the most basic guns", so there was no reason to pay attention and get excited. I see it is supposed to be the intro map, but that does not mean it should be boring.

It sounds like you didn't find the rocket launcher or plasma rifle. Still, your criticisms are noted and are welcome. Thank you!
Also, I would not re-purpose the same door texture for a door that can be opened up close and a door that has to be opened with a switch (like in the blue key door path).
Fair. I'll remedy that in future releases.