Nero wrote:darkhaven3 wrote:If this quote is more than two levels deep this poster is a faggot
I have
not shown anything of the gameplay.
My definition of gameplay involves the HUD, the weapons, the monsters, and basically encompasses
anything a player does to interact with the world in which the game takes place.
All I am showing is the world in which the level takes place.
The fact that you have posted screenshots of only rooms that consist of a rectangle with an obstacle course on the floor indicate to me that it is likely that your maps will not be particularly fun to navigate through, which is a fairly large part of gameplay, regardless of how you or I or anyone else decides to define it. Being able to keep the player drawn in by convincing them with impressive structures, well laid out rooms, and space to move around without sliding all over the place and trying to avoid obstacles built into the floor is an invaluable asset in your map's favor, and it can be... "difficult" in my opinion to make a map that has any value without these things. Nothing you've shown contains anything of that nature in my opinion, hence my subjective statements.
Now to continue a decent discussion of the levels' design, what rooms do you think appear too square?
Literally all of them look like plain square rooms with detail inserted, I'm sorry to say.
Which rooms do you think are too small?
This room in particular is a good example of what I'm talking about, but I think I should have worded myself more clearly looking back. By the nature of those catwalks and the fact that most of the doors adjoin them, is it safe to assume that the player will traverse these a lot? As far as actual room design is concerned, yes, it's expansive/tall, but as far as gameplay is concerned, the player is confined to a tiny hallway most of the time. See what I mean? It might seem like a minor gripe, I know, but to be honest, I really think it helps a lot when the player has a little more room to move around in, when concerning an area they'll be backtracking a lot. It makes it a little less annoying to get from point A to point B when you don't have to trudge all the way around a catwalk when there could have just been a straight path.
What details do you think are nonsensical?
Look at the floor here and
in the distance there.
Why are these light things here? Shit like this
kills Doom mods 100% for me and I'm sure for others as well. Why does the map have to be an obstacle course simulator? I am very certain you do not need these things all over the floor and walls to make the floor and walls look interesting, and all it does is add fake difficulty when you're actually trying to fight enemies in the map because you can't control your character nearly as fluently as if the floor were flat or
at least of a consistent slope.
Also, just curious, how do you know the game isn't fun already? Be honest about that.
Above are my purported reasons that this mod will most likely not be on my "looking forward to" list.
Also, to have my moment, do you know what goes into making those square halls and tiny cramped rooms? The orange hall and the blue hall(same texture just color variant), actually sit on top of each other! You go back and forth over that because its the core of the level.
That's cool and all, but that doesn't excuse poor design in my eyes. What prevented you from drawing a shape other than a rectangle for either of those rooms? Regardless of how long you spent on it, unfortunately, at its core, that's all it is -- an uninteresting rectangular room, with detail being the afterthought.
Without all that nonsensical clutter you'd be left in the dark getting shot at because the power is, "...already inadequate across the facility."
Yeah, about all these lights... What exactly is going on with them? I mean, I see what you were probably trying to do in that screenshot I linked; they are all a consistent, dim light level to match the dim room, indicating to me that there isn't enough sufficient power to run them, which makes sense and is in line with what you seem to be aiming for. But...
What's the deal with these? Why all these tiny bright spheres of light that illuminate effectively nothing more than six inches away from them? Light doesn't behave that way; I would recommend increasing their radii significantly, and revising how many of them actually exist in a scene when you're using extremely bright colors like that.
You'd have nothing to hide behind either.
That is a function of the fact that every room is some kind of extremely basic, perfect-90-degree-corners rectangle. If it weren't for this fact, it wouldn't be necessary to add "nonsensical" detail and clutter to hide behind.
See I don't explain these things now because I feel like viewers need to only see the levels.
If you're only showing screenshots of things that you feel are entirely unimportant to gameplay, then what incentive have we to play your maps?