Anyway, we can open another server this evening, as Dreadopp said...

Spoiler: screenshotMAP03: Seems odd that you use purple for a yellow key door - otherwise its fine. Nice map to play.
incomplete sectors, perhaps?Phobus wrote:Spoiler: screenshot
Spoiler: oh look, a doorits just unfairly dark. and its just evil to say "raise your brightness dude" coz iv never had to do that before.
Spoiler: oh look. another door!plz. raise the light level on those doors!. make some lights on the sides of them or something >_< this was just evil
Would it be better if the floor did not hurt you?Phobus wrote:The part with the ceiling puzzle is completely unfair.
I suppose I could try removing some monsters to see how it would play out. I wanted to help make the level feel longer and bigger than it actually is. I can also remove some ammo, but remember that this was supposed to play as pistol starts, and that's how much ammo I felt there should be.Phobus wrote:MAP04: Seems like there's too many monsters - you could acheive the same thing with half of the monsters removed, easily - again, rather a lot of ammo.
I would not say that it is impossible, I found it to be very possible on single player. Just use the rocket launcherPhobus wrote:MAP18: Aside from the chaingunners at the end this map was fine. Multiplayer the chaingunners are ok as you can respawn, but single player its impossible without cheating, pretty much.
I think it would. I, too, got pretty frustrated on that part.Lord_Z wrote:Would it be better if the floor did not hurt you?
I lowered the lighting in the areas where you are not supposed to walk already. I did not think they were that hard to see because when I tested it in Skulltag, it was fine. However, I tried it in ZDoom and it was a lot harder to see than I thought. SorryPhobus wrote:I just want a better indication of where not to tread
Ahh, yes of course. >_>...<_<...Phobus wrote:@Dreadopp: MAP04 is a different episode, you don't get the plasma gun for that map
Alrighty, I will see what I can do.Phobus wrote:As for MAP04, I honestly reckon halving the monster count where you've got big groups of the same monster and then reducing the ammo appropriately would work out to play much the same, just faster.
For how much I pushed the space limits already, I felt that just trying to cram a secret somewhere would have actually done more harm than good. However, I'm glad you enjoyed it.Phobus wrote:MAP11: Nice colour scheme - probably one of the most varied maps in the set so far. The challenge is quite good, because you face meager resistance for the most part, and then in places of importance you face down tougher challenges, and the item balance supports this. The only thing I missed out on having in this map was secrets, otherwise it was good, with shadows, effects, monster balance and a good progression.