Accensus wrote:Spoiler: AztekSpoiler: Monster City
Remember that these maps will be pistol-started, that means either provide weaker enemies and/or weapons and ammo to deal with them.
I'm also curious: do you even test these maps yourself? Please don't rely on others to beta test your maps all the time and actually try to finish them on UV/HMP yourself, because I can tell that you didn't, or you played them on the easiest difficulty.
Community projects (and all projects in general) don't need quantity - they need quality. At least something that is enjoyable or not frustrating to play, even if amateurish in design. Good enemy and item placement doesn't mean placing 20 pain elementals and giving the player a shellbox and a super shotgun. Play a couple of objectively good maps and look at how they do enemy placement. On that note, don't use scripts to spawn in enemies. You should use the Skill # checkboxes in the Thing properties.
I'd say make one map but make it good than make five mediocre maps for the sake of occupying a bunch of slots.
One last thing to note is that forcing the player to kill all enemies is a gimmick only a handful of people would appreciate. I guess it works on the castle map because the enemies are mostly zombiemen/shotgunners and they don't take long to kill, but once you go above that it becomes frustrating.
ok, thanks for the feedback... I will look in to this
and yes, I mostly test maps in one of the easy difficulties... just not sure how to avoid forcing players to kill all enemies in the city map
the reason for spawners is that I otherwise will not be able to have 40 monsters for each difficulty, since I would need to place 5x40 monsters on the map, thus violating the 40 monsters rule