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Phase 1 - General discussion


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 Post subject: Re: General discussion
PostPosted: 12 May 2012, 12:43 
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Dark Imp  Dark Imp
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Joined: 22 Feb 2010, 12:34
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Location: Bielefeld, Germany
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 :P

-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 :P
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 :D


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 Post subject: Re: General discussion
PostPosted: 12 May 2012, 15:25 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
Posts: 4279
Location: Germany
Thanks for all these suggestions Vader. I fully agree with points 2-5, as you really made a good explanation concerning all that. To make sure this dpoesn't get missed, I put each of them as a new thread in the bugtracker.


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 Post subject: Re: General discussion
PostPosted: 12 May 2012, 15:37 
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Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
For the boulder trap the first rock was supposed to smash through the opposite wall revealing a secret chamber full of items, but I was lazy and never implemented it. :/

And agreed about the Angel of Death fight, it's just a rectangle. Missed opportunity IMO.

For the simulation, what does everyone think about an electronic/techno theme when in that area? Could expand it and make the simulation a mini-level in itself in the vein of the Matrix/Tron etc. but subtly corrupted by Hell's own computer virus? :D: Maybe a laser prism puzzle with different coloured beams of light, or some sort of sound puzzle? Could also make it a recreation of E1M1 or MAP01 but maybe that's too twee or predictable.


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 Post subject: Re: General discussion
PostPosted: 12 May 2012, 15:47 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
Posts: 1546
I still think having unlimited ammo while in the simulation (you're not shooting your real guns) and not having the simulated monsters drop ammo would make sense.
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: General discussion
PostPosted: 14 May 2012, 20:12 
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Suicide Bomber  Suicide Bomber
Joined: 13 Mar 2012, 19:31
Posts: 34
Location: Middle of fucking nowhere
Hey guys i was wondering: is there any storyline?


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 Post subject: Re: General discussion
PostPosted: 14 May 2012, 20:43 
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Chaingunner  Chaingunner
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Joined: 19 Dec 2009, 22:03
Posts: 141
No not really.
Maps like this aren't really made with story in mind. It's more of a "community effort/proof of concept/just go in and shoot things like good old classic Doom" sort of thing.
Projects

  • Hacx 2.0
  • Fusion Mapping Take #2

Site: MXU


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 Post subject: Re: General discussion
PostPosted: 14 May 2012, 21:34 
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Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
Pretty much what Grymmoire said, but I don't see the harm in making something up at the end to tie things up. Could just consist of a simple slideshow type cutscene at the start. There does not need to be a deep story. It's not really a priority but it would be a nice touch?

Just an example I thought up in 5 minutes. The actual cutscene would probably only last 30 seconds at most, which is more than enough.

Player starts new game.
-Screen fades to black, displaying project logo.
-Screen then fades to a scrolling jungle vista. The view focuses on a ruined base amongst the lush rainforest. There are flames and billowing smoke. Text explains that UAC have lost contact with their super-secret terraforming jungle base on some backwater moon.
-View changes to that of a wrecked spaceship/dropship/truck with menacing shadows in the background etc. Text states that an elite team were sent to investigate but they were ambushed and destroyed by unknown hostiles.
-Now we see a picture of a survivor, the player. Doomguy. He stands at the entrance to the base, pistol in hand. Text reads that there was only one survivor. He is alone and armed only with his sidearm, and that something is wrong about the base. Time to investigate.
-Fade to black and level begins.


For the final cutscene maybe Doomguy could arm a nuke and blow up the base or something after defeating the big bad boss and escaping? Would give us an excuse to use that giant nuke explosion I've seen. :XD:


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 Post subject: Re: General discussion
PostPosted: 15 May 2012, 06:19 
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Baron of Hell  Baron of Hell
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Joined: 14 Dec 2009, 23:43
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Location: Long Island
I like it - simple and to the point, but explains everything that needs explaining....


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 Post subject: Re: General discussion
PostPosted: 16 May 2012, 11:53 
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Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
Blox just completed a burning death sequence that will be perfect for the flamethrower. I recommend adding it to all the zombies and the player.

http://forum.zdoom.org/viewtopic.php?f= ... tart=14220


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 Post subject: Re: General discussion
PostPosted: 16 May 2012, 14:38 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
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Location: Germany
Fully agreed, I will move that to the Bugtracker


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