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Ohhh, two great WADs in one week, first DTS-T and then this one! Man, the christmas really did come early this year. However, there are some minor things which could be polished, IMO:
-I was practically drowning in ammo in most of the maps, especially in map03 thru map12. At first, I thought that I'm supposed to have pistol start at each map, but there is nothing about that in the TXT file. Even in the later maps, my rocket count rarely got under 30 and cells under 200, with shells being near 100 almost constantly. In fact, I didn't have to use fists and chainsaw at all during the entire playthrough, even though I played at UV. Needless to say, all that ammo makes the gameplay rather easy.
-Like somebody mentioned above, I had hard time distinguishing between door and a normal wall - they all look so alike. Yes, I know there are lights next to each door, but you placed similar lights almost everywhere. Could you add some clear sign or an unique graphic pattern to the door textures, so they would stand out a little?
-The language style used in the intertitles between the missions is really... unusual. Is it supposed to be like that?
-Not really a problem, but about one third of music tracks are more fit for a mexican soap opera than an action game...
Oh, and - the name of the mod is "Back to Saturn X" which implies it is a continuation of some previous mod (but I found nothing). Well, is it?
I'm enjoying this so far, there's a good level of challenge without it being overwhelming. I also really like the map textures, they've got a good futuristic UAC base feel to them.
@Blue Shadow: I think Tormentor was suprised that I called DTS-T "great". But that's just me - I consider DTS-T great because I mostly like mods with no new monsters, weapons or sounds. I fully understand however, that by current Zdoom community standards, DTS-T is considered "inferior"...
I suffered immensely because people said the final Hub was good, but I was too tired from the unattactive, dreary misery of the first two thirds of the wad, so I'll get back to you later. It's inferior because the majority of it is a near monster-less series of 90 degree angles. Go play CC4. Your attempted stab at the ZDoom Community is pretty funny considering Enjay, Esselfortium, Xaser, and other legendary mappers post here regularly.
-That when I say I liked DTS-T, I'm trying to troll?
-That you knew damn well that you should skip the first maps, but you suddenly forgot how to use IDCLEV cheat?
-That if you, Enjay, Tormentor or other Zdoom VIPs decide that mod XYZ is below some standards, then it is crap and nobody is allowed to actually enjoy it?
-That Saturn X is superior to DTS-T, because it mainly uses 45-degrees angles instead of 90-degrees? Even though Saturn X is just one mass of brown and grey (like others commented before me) whereas DTS-T author at least tried to use different texture styles?
I mean really, those first DTS-T maps looked and played a lot like original Doom 1 maps. No, I didn't like them much and I wrote about it to DTS-T author. But AFAIR Doom-1-style mods are still made today, so I really don't see what is so terrible about that. Oh and I already played (and enjoyed) CC4, thanks for the tip, though.
Caleb13 wrote:So what are you trying to say, exactly?
-That when I say I liked DTS-T, I'm trying to troll?
-That you knew damn well that you should skip the first maps, but you suddenly forgot how to use IDCLEV cheat?
-That if you, Enjay, Tormentor or other Zdoom VIPs decide that mod XYZ is below some standards, then it is crap and nobody is allowed to actually enjoy it?
-That Saturn X is superior to DTS-T, because it mainly uses 45-degrees angles instead of 90-degrees? Even though Saturn X is just one mass of brown and grey (like others commented before me) whereas DTS-T author at least tried to use different texture styles?
I mean really, those first DTS-T maps looked and played a lot like original Doom 1 maps. No, I didn't like them much and I wrote about it to DTS-T author. But AFAIR Doom-1-style mods are still made today, so I really don't see what is so terrible about that. Oh and I already played (and enjoyed) CC4, thanks for the tip, though.
I'm not even going to attempt to dignify this with a response. Quit derailing my project thread, you jackass.
edit: Okay, I have to respond at least a little:
I mean really, those first DTS-T maps looked and played a lot like original Doom 1 maps.
I don't know if this is tied into this mapset or not, but I noticed once or twice I'd get "stuck" inside a wall and couldn't move even though I was barely touching the wall. If I noclipped my way out I'd get pushed in the direction I was going with a decent amount of force. I'll see if I can make it happen again so I can give you a map number.
-Ghost- wrote:I don't know if this is tied into this mapset or not, but I noticed once or twice I'd get "stuck" inside a wall and couldn't move even though I was barely touching the wall. If I noclipped my way out I'd get pushed in the direction I was going with a decent amount of force. I'll see if I can make it happen again so I can give you a map number.
Dew found an issue that sounded a lot like that in some early versions of MAP03. It seems to be related to the use of odd-angled lines in tight corners. If you can find where it's happening, it should be no trouble to fix.