I can understand that the map's a bit too cramped (not one of my proudest habits), but I made the map under the intention that the player already had weapons (Specifically, the SSG, Shotgun, Chaingun & Rocket Launcher). (Don't worry; this isn't another ztktx case)AD_79 wrote:Mmmmm I don't think I like this. It's got a lot of issues, most (if not all) of which stem from the layout. A few details:meatman12 wrote: Also, finished MAP31. It's HARD. I played it with a shotgun, SSG, Chaingun, and Plasma rifle. Deathmatch spawns and Co-op only monsters are also present (Mancubus at one switch, revenant in another room, hell knight in end room). I'm relatively happy with how it turned out.
Tell me what you think of it.
-The map is a super basic "hallway-ey" affair without much going for it (hallways are not always a bad thing and can be done well, believe it or not. BTSX E1M06 and E1M18, as examples, are very heavy on hallways and are great fun). The problem here is that it's a short, cramped, straight line lacking in variation and neat ideas.
-A door-heavy narrow corridor such as this does not allow for fun, 'free-flowing' gameplay (you don't always need your map to be that way, but it does need to be fun). I suppose the extreme ammo drought was to try and make things interesting but all it did was make me play more slowly than I'd like to.
-Flat boxes. Do your best to avoid making your rooms these in the future.
-Secrets appear to be an absolute must. Otherwise, all you can do is whittle them down with your pistol until you run dry, then play un-berserked punch-out until you pick up a clip or two. The chaingun is such an important asset to the player here and you hide it away.
-That start, by the way. Pistol-ing hitscanners is fun for the first few. Then you should pick up a weapon of some sort.
-Is there a shotgun on this map? There's a bunch of shells, that's for sure.
-The BFG is the first (and only???) non-secret weapon pickup. Fire it once and you're back to fisticuffs.
-There is a shoot switch which is impossible to trigger if you don't use vertical mouselook. This project is intended for all limit-removing ports. Not all of them let you look up and down.
-Still on the topic of secrets: Wallhump secrets with zero indication (unless you look at the map or something) are bad. There should always be some sort of hint, no matter how obscure or hidden away it is.
I would strongly suggest going back to the drawing board. Get some mapping practice. Play some maps by other people, see the things they do and how they do them, then come back and make something awesome : )
Either way, I'm gonna rebuild the map.