I completely and totally approve of this.
Weapons feel great ('cept maybe the pistol, not that it matters), the setting is executed well, and it's not quite as cutscene-heavy as I was afraid it'd be after reading Essel's post (it's much less so after MAP01) -- just the right amount, I'd say. Also, not too bad in the fun department either.
The boss was a blast to fight, although I think he cast that spam-the-room attack a bit too many times. I practically drowned in bouncy projectiles the first time around.
Also, nitpick: The rocket launcher firing sound is set up so that it sounds like it's delayed a half-second. Not very natural... admittedly a lot of it is due to that particular sound effect, since it felt that way even in Doom 3, but it's much exaggerated here.
And I've said it before, but after playing it, yeah, I'm still getting a Zen Dynamics vibe from the wad. Only 100x more well executed, so kudos.
Ah yes. The infamous spam attack from the boss. I might lower his chance to cast that, as it does make it a bit difficult and can create some lag.
I haven't actually noticed the sound problem from the rocket launcher until you mentioned it. That's a good point, I will see what I can do about fixing that.
I got a LOT of inspiration from Zen Dynamics so thank you very much for that amazing mod. I also got inspiration from Psychic for the SSG.
Thank you for the feedback Xaser!
el zee wrote:
This was pretty cool(heh), I played through the whole thing, the boss was neat. The detail is very intricate, and it must have taken ages, the ceiling detail was pretty amazing in some parts.
The layout is fairly linear, and the fights are pretty cramped. The outdoor parts were among my favourite. I didn't find the cutscenes too distracting, plus you can skip them.
There was one bit where I got stuck though,
I pressed the red button, it didn't do anything though - I assume its meant to open the cave on the otherside, I clipped through the wall anyway.
The Red Button there opens the door on the other side, which makes some enemies spawn. There should be a crouch passage in the cave with the river that you can use to get to that open door. Perhaps that wasn't as easy to see as I thought. I will make it more obvious then, thank you for the feedback!
esselfortium wrote:Verdict after finishing map01: Attractive setting, lots of very impressive scripted effects, and would be quite immersive if it weren't for the insistence on padding out a short map with billions of gameplay-stopping cutscenes, unnecessary doors, and unavoidable fights in tiny cramped rooms.
Very good points here Essel, thank you for taking your time to play the demo. Clearly my eye for game play still has not improved enough since Darkness Falls, as I seem to make a lot of cramped rooms. I believe there are about 6 in particular over the 3 levels which suffer GREATLY from this problem, although you can tell me if you think there is more. I shall take my time to fix these rooms (and remove a bunch of doors, I agree
) to hopefully create a better experience when playing. The way I tried to put the cut scenes were so that you find them mainly at the start and end of the levels, so the don't interrupt core game play too much, although some such as the ceiling grate falling do take away from the game play. In a later version I do intend to put in an "arcade mode", which removes everything story related, cut scenes, and allows Co-operative play for up to 4 people. Thank you for the feedback anyway, it is most appreciated!
Thank you to everyone who has played the mod and couldn't be bothered to comment!