Sweet. Alright, so taking all the suggestions into consideration, I happened to make some fixes and I have a few explanations.
Thanks for the playtesting guys.
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-The triggered explosion that opens the door near the beginning of the map requires stepping in a certain sector that the player might miss. I was stuck in the room for a minute before triggering the explosion.
Quake is a decent idea.
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-Sometimes the explosion kills the pigcops outside, sometimes not. Maybe they could be timed so they arrive when the explosion is done?
That would be respawn positioning fail. I'll fix that.
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-The elevators don't make sounds, and neither do some of the doors. For the sliding glass doors this is ok.
I don't do sounds and ambience until the construction is done.
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-Security screens should not be used as buttons to open doors with. This is confusing to anyone who has played a lot of Duke maps and doesn't make sense. Also, if a door opens by one method on one side, it should open by the same method on the other side (there may be some exceptions to the rule but I don't think your map contains any). You have at least one door that opens via button on one side and opens by the player walking up to it on the other side.
So I should either stick with touchplate automatic doors or switch doors respectively?
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-The sector that moves back and forth with the spaceman on it is glitchy. Sometimes it doesn't move back to its original position and you can't pass it.
I played with this, and well although its timings are off, it still serves its purpose. Its a wall that moves backwards to reveal the 2 passages, one blocked for now, and when you come through, it will move back into its original place, and then when you pass through again, it will move back to the spiked side wall so if you don't move fast enough across the hall, you get caught and squished. I'll investigate your problem more.
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-Right after you grab the yellow keycard, a bunch of monsters spawn all clustered together outside of a door that you need to open. Open door, throw pipebomb, close door, all monsters = dead. I suggest putting the monsters in different places.
I noticed that myself and right after, used respawns with stayput badguys (because the badguys were actually respawning in the warehouse part but clustered to the door as you got there)
Also removed pipebombs and added rocket ammo instead for when you get the RPG later.
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I got stuck. I reached the room with the captain's chair facing the earth pic with the pulsing light. I pressed the button on the chair, but there was no indication of what the button did. I walked around the map for about 5 minutes trying to find out, and then gave up.
Strange, that captains chair thing in the alien ship triggers an explosion outside the alien ship, which I added a reactor room on the other side. Check the security screen to see what I mean before you hit the switch and after.
EDIT: The entire map wasn't complete. After the explosion, there isn't anything in there yet, I wasn't done. Just needed a test and more ideas at the time.
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Just 2 minor things, the medkit in the first area is off by 90 degrees, and your cameras point straight ahead. A negative shade should angle it down.
I learn something new everyday. Didn't know that the shading of the cameras angles it. Thanks!
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I also liked the triggered explosions, you can never have enough triggered explosions biggrin.gif is this your third map then?
Actually I have a shitload of unfinished maps. Tiberius was from scratch because I didn't feel like fixing my other ones due to skill improvement.
Big thanks to those who downloaded and played. 11 downloads.
Special thanks to DeeperThought and Mickey for commenting!
Also since this release, I added a reactor core, and a network room, which I really like (MORE TRIGGERED EXPLOSIONS

).
Its coming close to structure completion, but I know I'll go detail crazy afterwards.