Thanks a lot for the comments, guys!
Mister Sinister, on 04 May 2021 - 03:28 AM, said:
I enjoyed the puzzle aspect of the map, it's a pleasant change of pace, though I'd argue that this is more of an exploration map since there are not a lot of actual puzzles, but lots of exploring and looking for clues to progress. Most puzzles involve either looking for clues or figuring out the functions of certain machinery. The map is a very elaborate key hunt but it's implemented so seamlessly I can't really complain about it, I very much enjoyed the exploration and non-linear layout. It was rarely confusing to navigate, most of the progression was clear as sky, goals were obvious most of the time and puzzles were fair. No hidden bullshit in this one.
Agree here, probably "exploration map" fits this one better than "puzzle map" (especially after having played your "Naked Dash" and feeling what a truly "puzzle map" is

).
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I played on CGS and I'd say it wasn't that difficult, combat was fair and balanced. I'd say it falls a bit into the generic side, but there are a few fun and clever encounters like the big open mining area (near the trolley ride) and the shrink crystal caves battle.
Btw, was it intentional to spawn Octabrains paired with Commanders to provoke... infighting? Because that's absolutely what I did (saved me some devastator ammo). If so that's a clever trick (and something I abuse a lot in my new map).
I didn't want to keep the players on their toes as much as with Piggish Prison this time, so they could focus more on exploring. The shrinking cave encounter is my personal favourite in this map, especially in CGS it's something I'd replay a couple of times each testing just for the fun of it...
As for infighting, well... yes and no. It was something people picked up during the first phase of beta testing thinking it's intentional (thanks, JAC), so I decided to elaborate on it a bit more and added stuff like the commander spawning after picking up the devastator or extra commanders/octabrains with a delayed respawn in the tentacle cave. It seems more people "abused" this strategy, which is pretty cool, but then I wouldn't go limiting ammo here. I'm keen to see how you'll implement this element, especially considering the "Doom" theme of your new project and how infighing seems to be more pronounced in Doom.
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The respawning supplies did made me go a little "eh", but that's because I like it more when the map provides all of the supplies in the map itself and players are tasked with exploring, managing and prioritizing. I can certainly see the purpose of that on your side.
The amount of re-visiting the same locations kinda forced this here, but then it's also probably something I did in all my maps. I personally like it, as it still requires some extra caution from the player not to miss the stuff and might give that "did it respawn or I missed it the first time?" feeling.
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Not much stuff to fault the map, but here are a few thoughts.
One thing I should mention is lack of direction in the beginning. I'd say a map like this needs a clear global goal set in early stage of the level. The first ten or so minutes I spent simply wandering around the map not sure what would be the ultimate goal or destintaion. The puzzle pieces fell into place after a while and for the rest of the map the intented progression path became clear. The two yellow keycards also got me a little confused since I was not sure which door should I take first (I guess it's no difference, but it can confuse some players).
As ck3D said, the two yellow slots next to eachother were kinda there to just "showcase" the non-linear character of the map early-on. At first I also tried to balance out so both of them would have potential benefits and drawbacks to access earlier (same with which yellow key would be picked up earlier), but in the end one way is probably clearly more beneficial...
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The level ending was the weakest part. That Cycloid Emperor fight was a complete pushover. I completed the side quest and killed the two Battlelords guards, I guess it helped a bit, but the fight itself was a matter of flying up and spamming the devastator.
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About the last fight, it used to be worse in the beta as you could just shoot the Cycloid Emperor from outside, it used to be visible from the start and you didn't even need to enter that building to trigger the spawn, you could just put it on Dev blast from the entrance - ironically that 'arena' inside is one of the most beautiful indoor sceneries I've seen in Duke 3D and so it was such a waste, because most players were definitely never going to step inside. Honestly I would put the blame more on Duke 3D bosses in general that are generally pushovers unless specifically worked around (and even then...). My personal approach would have been to place the Touchplate even further into the room, maybe on one of the balconies and then have the boss respawn in front of the door, its back to the street but even then the player could still just jetpack around.
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As for the last boss I think there's room for more of that respawn black magic. Make the player enter the building, shut the door behind, send enemies in waves, forcing the player to deplete resources and scavenge the upstairs area for ammo/health, and then the big party with Cycloid Emperor arrives via a delayed respawn/door/explosion. Sounds fun on paper at least.
Yes, it was changed after the first beta to be more dynamic. The idea with monster waves sounds actually great, but I didn't really want to "overwhelm" the player in that last area (and also let them take a brief look around the final area...), also not sure how it would work with the Battlelords which had to be kept stayput and a bit specific due to a certain event you should be familiar with (also that CGS-only Battlelord on the balcony "behind" the player is kinda disappointing, as he hardly tries to attack the player at all unless airborne). On the other hand, I've seen someone dying in that fight twice I think in a gameplay video, so maybe it wasn't so easy after all
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That conveyor belt puzzle is absolutely brilliant, but boy was it annoying. It certainly would've worked a lot better with a bigger scale simply because how difficult it can be to tell the actual position of the key sprite.
Probably making this puzzle similar scale like your red/green/blue/white rotating blocks mirror puzzles in "Naked Dash" would be my go-to have I seen it first. I'm quite satisfied with the difficulty of this one right now, it should be doable (even more so with saving), but not too easy, 5 minutes seems like pretty good time actually. In the first beta they were 2/3 current size and it was much harder (also the keycard was flat instead of view-aligned, so keeping track was a bit more difficulty, especially for up/down directions).
ck3D, on 04 May 2021 - 09:44 AM, said:
That's interesting, I actually loved that myself, the player is basically presented two paths at the start they are essentially free to explore in whichever order (IIRC and if that hasn't changed since the beta), it's only disorientating if you're (naturally) expecting linearity but personally I enjoyed that freedom and it definitely announced to me how the rest of the navigation and adventure was going to feel like. I feel like a lot has changed in the final version since the beta though, for instance that first code you need to put together, the numbers used to be in just one place near the start and so the map had one less 'side quest', except some of the testers kept missing that location and so they were scattered about and given a viewscreen instead. In many situations I would call that length-padding but here it's not and it's actually really smart level design from Aleks because he put the numbers in places where to get there you need to get around some key sections of the map and get familiar with its principle, I definitely took a note there myself.
Changing, or actually introducing that first puzzle was probably one of the main changes after beta-testing (also changing the final battle and red key puzzle), at least from a gameplay perspective. At first it was all just on the forklift at the beginning and the intention was to introduce 2 possible paths right from the start, but thinking about other people's experiences I decided to change it and was pretty satisfied with that change. Also maybe there was a tiny, slight bit of inspiration from the urinal numbers in "Naked Dash", so thanks for that!
Mister Sinister, on 04 May 2021 - 12:34 PM, said:
Also this build respawn trickery gives me ideas about dynamic map change based on difficulty setting. Using the same tag 2/3/4 monsters mappers can potentially make places and routes accessable/unaccessable, shaping the map layout. I dunno, I think with some black magic it can be done and could be a very interesting concept to implement.
Yes, it opens up a lot of possibilities with pretty simple mechanics really. In this case, besides the monsters, there's few more ammo respawning on CGS (especially around the tentacle cave) and on Piece of Cake, the level ending is just a nukebutton that isn't present on higher difficulties, since there's no boss.