Quacken, on 26 August 2022 - 01:50 PM, said:
the doors that you open get in the way of you moving through the hallway efficiently, since any opened door blocks the entire hallway.
Thanks, I also saw this mentioned elsewhere. I found it difficult to maintain a "realistic" sense of scale while also including swing doors in hallways. Leaving a bit more room to move freely around them when open would help for sure.
DNSKILL, on 26 August 2022 - 04:26 PM, said:
One suggestion I'd like to make is in future maps to add more Duke talk and background noise. The map is quite quiet in areas that feel they could've benefited with some background noise and Duke banter.
Thanks, I also saw this criticism in my old maps from the 90s. Noted! Glad you enjoyed it overall. I also really enjoyed watching your playthrough that ck3d shared.
Radar, on 26 August 2022 - 05:08 PM, said:
My playthrough. Also included timestamps of all the secrets in the description if anyone is curious. 4k should process soon.
Thanks for this! It's really interesting to see how other people go through it. Nice trick around 11:25 using the pipe bomb in the aquarium to take out the enemies outside of it, I didn't expect that.
Sanek, on 28 August 2022 - 12:29 PM, said:
The secrets is a bitch to find though, since I found only 3 of them (I also checked every window with fire on it after that first one with secret, found nothing yet hurt myself in the process lol).
What I didn't like about the map is a strange absence of ambient sound of the city (no wind) and boxes everywhere. But it's just minor nitpicks of mine that don't mean anything really, I still think that it's a fine map.
P.S. Mikko Sandt just posted a review on his MSDN site:
https://msdn.duke4.n...bacongrease.php
All good comments, thanks! It's hard to tell with secrets, I thought I always left a hint about them but I couldn't really know how obvious they were. And thanks for the heads up about the MSDN review, I was hoping it might end up there! 92/100, not bad, I'm happy with that.
Merlijn, on 29 August 2022 - 08:46 AM, said:
I also thought the enemy placement was really good. Even when the enemy count isn't super hight it felt like they were added in ways that made them most effective. It made me think twice about which target I should prioritize a couple of times. Health dipped under 30 a few times, but there was always some health to pick up (played on CGS). I died once
So for me it was a perfectly balanced challenge, good job!
Thanks! I wasn't sure if some of the laser/drone placements were too cruel, but it sounds like you managed. Glad you enjoyed it overall!
One thing I noticed in the play through videos is that the very last enemies at the exit trigger some nearby trip mines (causing them to blow themselves up), which wasn't intentional. They're meant to put just a little bit of friction on someone if they try to skip the final battle and head straight to the exit. I'll have to make a minor fix and re-upload.
Thanks for the feedback everyone, very much appreciated!