[WIP][Beta release) PGA (Patrol Gone Awry)

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Vertigo
Posts: 131
Joined: Tue Jul 26, 2005 8:27 pm

[WIP][Beta release) PGA (Patrol Gone Awry)

Post by Vertigo »

Hey everybody, this is my first ever map release. This is still a WIP and I'm very much looking forward to any and all comments :] Once I finish it and upload it to IDSTUFF it'll have a proper textfile etc. The premise is that you and your squad are out on patrol when suddenly you're rocked by an explosion. You wake up some indeterminate time later clutching your pistol surrounded by your falled comrades, an all too familiar situation. You then return to base only to find it overrun with hellspawn. Hope somebody out there gets some fun out of this :3:

Spoiler:
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Last edited by Vertigo on Thu May 05, 2011 3:14 am, edited 2 times in total.
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wildweasel
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Re: [WIP][Beta release) PGA (Patrol Gone Awry)

Post by wildweasel »

Well, I sure had fun with it. One bug to report though: you might look at the crates in the Super Shotgun room - in GZDoom (haven't tested with regular ZDoom or other ports), one of them is nearly invisible unless you jump or look at it from one side. Not sure what might cause that, though.
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Vertigo
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Joined: Tue Jul 26, 2005 8:27 pm

Re: [WIP][Beta release) PGA (Patrol Gone Awry)

Post by Vertigo »

I'm glad you liked it and thanks for the bug report. I fixed the HOM. I've updated the attachment with the fixed version.
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Vertigo
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Re: [WIP][Beta release) PGA (Patrol Gone Awry)

Post by Vertigo »

If anybody else gave it a go I'd really appreciate some feedback.
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cq75
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Re: [WIP][Beta release) PGA (Patrol Gone Awry)

Post by cq75 »

This is a fun level, I notice a few texture alignment glitches (some places where you should have used upper and/or lower unpegged) but it's fun to play though.

I played it on UV, and I ran out of ammo near the end (I had to chainsaw part of it), but it's also worth mentioning that I didn't find any secrets at all.

There were some nice effects in here, like in the chainsaw room.

Now, about the appearance...

Your map is highly detailed, and I can tell you worked hard at it (the computer monitors, teleporters, etc.). That's good, but there were some parts that bothered me.

1. The first part is just surrounded by gray walls, it would be nice to see some detail of the surrounding landscape. The floor's elevation changes are nice, but I'd really like to see beyond or over those gray walls, maybe some other buildings or landforms?

Also, if you used different flats for the floor for that part it would look like the path is made up of different rocks instead of an inexplicable brown flat gravel floor.

2. In the first room of the base:

Image

I know it makes sense for this room to be square with white concrete walls, but it's not very pretty. Can you think of something more imaginative? I see square rooms with white concrete walls every day, this is a high tech base. You should try to make it look more futuristic and high tech. I'm guessing this is some sort of teleporter room, you could show some detail like power supplies, and generators.

Actually, the entire interior of the base has this problem, too many bare, white concrete walls. It gets repetitive after a while, and it's hard to tell one hallway from the next.

3. The music sounds like an obvious death metal song, which sounds more like Cooridor 7 than Doom. Even though Bobby Prince used heavy metal music for the soundtrack of Doom, it never sounded demonic or evil like this does.

I like to hear power metal (e.g., TNT MAP30 or TNT MAP01) when I'm playing Doom, not death metal. This song makes it sound more like the player is the demon from Hell slaying innocent people.

Other than that, it's a good mod, any ideas for the second level?

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