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To my taste, the gameplay was a bit too combat focused, but there definitely are some spaces to explore, and I appreciate all the visual quicks you put into it. I'm only not a fan of flat decorative doors or thin sprite bridges and staircases (with some buggy clipping). Maybe a TROR would better fit such a location, as you have shown some effective use of it in other places. Alternatively, I would consider using more blocking walls to reduce clipping glitches and prevent jumps between floors for a better management of level progression.
fully agree about the issues here. The Hotel section was build as a alternative path to bar bellow so its cramped and full of sprites for some detailing, I could use TROR yes, but that would be very costly on my walls. And those sprite bridges were made have jumps between floors, some vertical combat you know? Its not perfect. Sprite doors I tried to keep at minimum, even picked 1 door texture specifically for doors that have nothing behind them.
Some lessons with this map learned and hopefully I will do some work on not making same mistakes next time, but I do still work out my type of mapping design. I also agree that combat might be a bit too much, but I was worried that map would be boring and quick to finish so I placed enemies everywhere I could.
I did start work on my next project yes, it will be a few maps in episode and now I'm working on one of the maps for it. I can't promise anything as I'm very slow with my mapping but it was a big dream of mine so I will release it at some point in the future. Right now I can show this cool TROR train I'm working on: