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Re: GERMS *08/10 FIX*

PostPosted: Wed Oct 09, 2019 11:54 am
by Turin Turambar
In this map (it was map 9 in the previous version, at least), I'm not sure how to advance.
https://i.imgur.com/RoeE9qZ.jpg
I have the yellow key but I couldn't find the trigger where to use it. By noclipping, I know I have to open up this bars first. But the switch is on the interior side. I could pass by crouching but that would be cheating obviously...
from the other side I cannot pass through here to reach it.
https://i.imgur.com/UPfgcUJ.png

In general, the mapset has some flow problems. Like the final switch that frees some Cyberdemons in the previous map in the final combat arena, it wasn't that particularly visible. Or in some levels there is a switch that open up a door for x seconds in some other room and it isn't clear what's happening (nor there is a clue to guide the player). Or textures that are doors and it isn't clear so you can miss it, it may seem obvious to you as you created it, but even if it has that side metal bars, it's a big level and it may not be obvious to the player. I would add a pair of flame posts flanking it.
https://i.imgur.com/6m2y7da.jpg

Or perhaps the most puzzling design choice, you use color codes switches in a totally different way that most creators do: instead of indicating that switch can only be used once you get a red or yello or blue key, it's a switch that can be used without keys and it means it will activate something that will help you in getting that color key.

Re: GERMS *08/10 FIX*

PostPosted: Thu Oct 10, 2019 3:37 am
by zVOITTO
Turin Turambar wrote:In this map (it was map 9 in the previous version, at least), I'm not sure how to advance.
https://i.imgur.com/RoeE9qZ.jpg
I have the yellow key but I couldn't find the trigger where to use it. By noclipping, I know I have to open up this bars first. But the switch is on the interior side. I could pass by crouching but that would be cheating obviously...
from the other side I cannot pass through here to reach it.
https://i.imgur.com/UPfgcUJ.png

In general, the mapset has some flow problems. Like the final switch that frees some Cyberdemons in the previous map in the final combat arena, it wasn't that particularly visible. Or in some levels there is a switch that open up a door for x seconds in some other room and it isn't clear what's happening (nor there is a clue to guide the player). Or textures that are doors and it isn't clear so you can miss it, it may seem obvious to you as you created it, but even if it has that side metal bars, it's a big level and it may not be obvious to the player. I would add a pair of flame posts flanking it.
https://i.imgur.com/6m2y7da.jpg

Or perhaps the most puzzling design choice, you use color codes switches in a totally different way that most creators do: instead of indicating that switch can only be used once you get a red or yello or blue key, it's a switch that can be used without keys and it means it will activate something that will help you in getting that color key.


Have you pressed the switch near the crusher in Map09? that should raise some stairs to the upper level where the Hellknights are, and a way to advance in the level. I'm planning on making the switch a little bit more apparent, since it can be quiate hard to make out.
Spoiler:


And also the "door" with the barons face texture taking you to the yellow key card in Map09 is a secret, and not mandatory to complete the level. I'll flag the area a secret to make it less confusing to the player.

Sometimes it can be difficult to let the player know when a keycard is made available, so i just used the coloured texture to let the player know which key the switches affect, for example in map01. Any suggestions on how to better communicate to the player that a key is available? Hud messages for example?

And as always thanks for the feedback :lol:

Re: GERMS *08/10 FIX*

PostPosted: Thu Oct 10, 2019 12:59 pm
by Turin Turambar
Lol, I passed by that part a few times, and it has even the flame posts and everything, but I never noticed the freaking switch.

In the end, I needed 40 minutes for this level. And that doesn't include 15 minutes going around searching for a way to advance :D