Thanks for more feedback, guys
Niwatorry wrote:there are some pits that made me stuck and the earlier maps seemed a bit flat, keep running back and forth in a core level (map16) didn't feel so good.
That's two things that have been mentioned by a couple of people so far. I guess you are refering to lava pits. These were meant to be "dead ends" (with an emphasis on "dead"). I acknowledge the fact, though, that teleporters in lava pits are a very common thing and breaking from this tradition seems to confuse people.
On level 16: Yes, I might have gone a bit too far with the running back and forth here. Maybe I should have trimmed that passage a bit. But, oh well...
Niwatorry wrote:Especially the background of map20 was- I'd like to describe it romantic, beautiful, or something.
Haha, I love that one. You make me blush, man!
Niwatorry wrote:Besides, map17 was really exciting. I actually LOVE to escape from an exploding shaceship!
I'm glad you like it!
The level was subject to a lot of tuning.
Niwatorry wrote:Oh, placing an invulnerability next to where tons of pain elementals are, was a very good idea; It helped me a lot, especially when fast monsters on.
I think not putting it there would have pissed off a lot of people, to be honest.
Caleb13 wrote: I really liked how you were able to do widely different mapping styles without a hitch.
Thanks, man. Diversity was one of the primary goals of the project. I'm glad to see that it is so well-received.
Caleb13 wrote:Do you have a sequel in mind? I mean, judging by the communication beween the shuttle and Marine Command at the very end?
Hehe...
Well, "never say never". It's not the next thing on my list but let's say, I wouldn't have made that ending if I entirely ruled out the possibility of a sequel.