Passing By - A Doom Level

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hideousdestructor
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Re: Passing By - A Doom Level

Post by hideousdestructor »

I like this! Really well-done low-level map, zombiemen are actually a threat, you've really made good use of each D1 monster's particular niche. I like the sudden quasi-arena at the end.

Crits:
- Texture alignment. Also a moving-door-rail at one point.
- One of the secrets (involves jumping onto a computer bank thingy) was not marked as a secret.
- Deathtrap pits are not fun when you just sit there and wait for death. Should be a way out at the cost of some health, if not some newfangled ZDoom instant death thingy.
- Would be nice if the switches leading to the exit weren't guarded by so many pinkies in the pits so there could a reasonable prospect of letting the baron loose into the fracas.

One interesting thing about the reliance on the chaingun was that it results in gameplay where you really need to time some sustained fire against your opposition but fortunately the choice of monster and environment does not render it tedious to do so.


EDIT: oh right forgot the maze part
the maze part sucked

add one more box of ammo and replace it with a shootout in a techbase room that is being converted to a hellpit
Last edited by hideousdestructor on Sat Nov 09, 2013 7:16 pm, edited 1 time in total.
Nemesis6
Posts: 62
Joined: Sat Sep 01, 2012 5:21 pm

Re: Passing By - A Doom Level

Post by Nemesis6 »

My impression: I missed some architecture. I also saw a shotgun behind some bars, but I never got to it. The deathpit as Vaecrius mentioned above should have a teleport or something. Another little thing was how, when I got through the red door, the transition to another, more human/tech-style part of the map was way too sudden. The music seemed a bit out of place, too.

I liked the last part of the map best, the maze stuff not so much; the maze/start part just felt... cramped?

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