Fear Station: Charlie is ready for download:
Text File
Download File
Happy New Year, friends.
[Screenshots tomorrow.]

Many thanks, Ed. Fear Station: Charlie had been languishing on my hard-drive, incomplete for the better part of a year. With the current hiatus in the finalization of Paranoiac I put in a concerted effort the last 2 weeks to get Charlie done.Ed the Bat wrote:Good map! I consider it an improvement over Fear Station: Bravo. Has it really been two years since the first release of that? Wow...
Thank you, Eruanna. As for the mapping - old dog/new tricks. Whatcha gonna do, eh?Eruanna wrote:This is a nice map. I can definitely see a *lot* of your mapping tricks from the Paranoid series at play here.
As promised. More pics at DooM NexusRex wrote:[Screenshots tomorrow.]
Done.wildweasel wrote:Would you mind terribly resizing the images? They're much too large.
Thank you ww. What would a GZDooM map be without sloped 3D sectors, eh?wildweasel wrote:I think the monitors in the second to last shot are pretty cool.
My subsequent testing has yielded at least one instance that might be considered an error:ReX wrote:... would someone please provide feedback on the ammo & health balance?
Spoiler:Also, I've discovered that depending on the path you take, you may not have enough ammo for the enemies that ambush you in the corridors upon your return from picking up the blue key. I've added some ammo and removed some enemies.
Thanks for your feedback. I'll look at where the additional health & armor can be added.leodoom85 wrote:I think the ammo placement was somewhat balanced and I used the chainsaw many times to save some ammo for imps, pinkys and lost souls. Health on the other hand was a bit scarce, but with the secrets was enough to keep going. Maybe adding health and armor bonuses scattered in the entire map could make a difference.
I look forward to seeing your playthrough.Solid map, awesome architecture and I will definitely upload my playthrough of your map.
Very nicely done!leodoom85 wrote:Here's the playthrough of the map....
GZDooM allows for some variations in the "traditional" DooM gameplay; 3D sectors provide some of those variations. The point of these Fear Station maps is to make the environment somewhat realistic and logical (within the limitations of DooM in general). Providing railings at platforms is both realistic and logical. I agree that the railings block enemy attacks; by the same token, they make it difficult to attack those enemies. And while this might be considered by some as an impediment to gameplay, to me (and others) it simply means the player has to find an alternative method of achieving the same objective.illuknisaa wrote:...especially the railings hurt the gameplay when they block shots from monsters
It appears that your taste veers towards fighting enemies in cramped spaces. I'm not a huge fan of such levels, and my mapping tends to veer in the opposite direction.Most monsters can just be avoided due to the rather open areas which give you plenty of room to maneuver.
Actually, the default on my map editor is 160. On this map, the outdoor areas are typically between 160 and 176; indoor, well-lit areas are at 160; and poorly-lit areas are at 128, and areas with little or no lighting are at 96. Perhaps you need to adjust the gamma in your setup.Map also had a severe lack of light variation. Everything just looks like it's light level is left at the default 192.