Just took a look at the latest version and here're a few comments. I haven't kept track of everything going on here, so sorry if some of these issues already have been discussed:
- First of all, I have to say that I really like the direction this is going. All in all, the map so far seems like a solid and playable piece and some of the areas are really cool (the watery caves with the mines for example). I also like the rather non-linear layout.
I think a little more height variation and interconnectivity wouldn't hurt (ledges where you overlook previous areas for example), although it's already there to a lesser extend.
- I'm sure it has been brought up before, but the virtual reality thing feels a little awkward. I think the new texturing works (except for the warping green flat perhaps), but the "puzzle" itself is somewhat lame IMHO. It's not that it's too hard, just a bit annoying. Something like this would work better IMO:
press the initial switch -> some of the pillars lower, releasing a few monsters and another switch -> repeat until all pillars are lowered
Just my 2cent!
-The Indiana Jones like rock trap is a nice touch, but maybe a little too deadly for someone who doesn't expect such a thing. How about adding a small group of monsters wich get flattened by a rolling rock as soon as you open the blue door, visible to the player?
This way people would be aware of this new danger and propably proceed with more caution, plus it would be fun to watch
-Again, this has propably been discussed already, but the color-puzzle needs work IMO.
I can remember the colors without problems, but this thing is still more or less not beatable, because you're forced to fight high-level monsters in tiny closets and even if you manage to survive, the Megasphere is a let-down as a reward. Other than that the puzzle is a nice touch, it just needs to be made fair.
-I'm wondering what the Angel of death fight is all about to be honest... the messages and the whole "activation process" is kind of awkward and doesn't make sense to me. I mean what "Prototype"? Did the UAC build this thing or did they capture a demon and modified it? This all doesn't seem right to me!
The area you face the Aod in is also not really suited for such a fight... it's small and doesn't provide enough cover IMO.
I think the arena where you currently fight the cyberdemon would be a much, much better place to introduce this epic enemy!
-I'm more or less happy with the new weapons and I especially like the Nailgun and the Soulrender, but I can't get used to the grenades.
Don't know what exactly the problem is, but the long rising sequence propably puts me off, as I keep thinking that the grenade will be hold in the hand until I press the specified button again. This way I end up just dropping the thing and blowing myself up
I thik it would really help if the rising of the grenade, pulling the pin and throwing it could be more or less one movement!
The Darkclaw and the Rifle also still seem redundant to me, but I guess most of you guys want to keep those, right?
Anyway, looking forward to my 2 days of mapping