RUNSABER wrote:First I will say I was very sad to have made it to the parking lot, only for the demo to end. With that being said..
A well made Cliffhanger is what makes people wanting more from it heh, so the parking lot which is one of the most iconic parts of the map is not shown in this demo.
The visuals are astounding and remarkable. It is something I would expect from a Zanieon map and it ran pretty well in QZDoom.
Thanks!
Having the monsters spaced out in encounters was very intelligent, along with the weapon/monster progression. Nothing seemed too tough or too easy, though there was a point where I was choked by a chaingunner and it had me on edge for a bit. I like those moments.
This is the first half of the map mostly, so Hell Knights and Revenants are the hardest tiers you will find around, this still doesn't mean the gameplay will be easy as you confirmed.
It was a little confusing to figure out where the first key was, though once I found it - the level became even more fun and sailed smoothly.
The Red Key was added after a little subtle change of progression flow in the map, the room with the Tron hologram that looks like a bar was added and i didn't think in a good reason to make it part of the progression when i finished, so i added the Red Key there and made it the first key to be picked up instead of the Blue like in the original map.
There are a lot of scenery and mechanisms on the map. So much gorgeous detail though I would expect the level to be more alive and less static. I can only imagine what that would do for the frame rate, however.
In the final release there will be ambient sounds at least, if that is what you mean with "more alive".
Overall this played like a champ for me. It took me back to the first time I played Sapphire and that still is a fun experience. Also, mixing the Doom 2 textures in with the new ones was superb! I like to see that kind of universal inclusion of texturing. Nothing felt odd or out of place.
Honestly there are textures in Doom 2 that i consider the holy grail of information to the player and those textures i never replace or change, mostly the Key color for doors frames and switches.