MetHy, on 21 June 2016 - 09:54 PM, said:
With your explanation I understand now what you were going for with the layout, but I still think it could have been done a less confusing way. For instance you have the blue keycard be optional, while a crack is the important thing, when DN3D players are used to the contrary. Also the fact that one area or another is optional at the start help make it confusing too imo, it's not something you'd expect, and it did made me feel like the area with the blue keycard was pointless, for instance you could have made it so that instead of dropping through vents to get to the hangar from the other side, there could be a backdoor there also locked by the blue keycard, after all the player will want to check the area with the blue keycard regardless and it's better to check it first since the shotgun is there. Most players would keep the path they haven't been to in a side of their head and will go back to it after clearing the other path, only to realize they're turning in circle, and therefore (on top of having to hunt through functional doors and switches among all the decorative ones) may be confused about what he is expected to do.
See, this is another case where I think you and I just don't agree on what constitutes a vice and a virtue for a map, which is okay, but I feel like you've condemned it a bit too strongly on that very subjective basis. My goal for that first quarter of the map was for the progression to be unconventional and (relatively) nonlinear. You've talked a lot about it being confusing and not what DN3D players are used too without realizing that for that section I wanted
the player to be confused. I wanted
them to be caught off-guard. The whole point of it being unconventional is to take the player out of their comfort zone.
It is true that the LARD office is pointless, at least in terms of getting to the next section of the map, but I did what I could to give the player the opposite
impression, it's the whole reason I put windows in those decorative doors, so the player could see the keycard and think it was important, only to find out in the end that no, they didn't need it at all. Of course, it'd still probably be a good thing that they went there, since it's the only place in the map where you could grab the pistol, and the only place where you could potentially get an early grab on the shotgun (i.e, there's one hidden in a secret area in the LARD office, and the pig cop guarding the card might drop one as well).
Sanek, on 22 June 2016 - 02:00 PM, said:
Also, while this map have some shadows, it seems to me there's not enough work with lighting - instead of making some areas of the map stand out more than others, you use the same level of brightness throughout the whole level, and map look extremely bland because of it.
This actually wasn't something I deliberately eschewed, I just couldn't do all of the shading that I wanted to with the amount of walls I had. You might notice that the last few sectors of the lunar area are a bit under-detailed compared to the rest of the map, and that's because I literally hit the wall limit while I was building them. I'd hit 16000 walls about halfway through that section of the map and kept right on building thinking I had another thousand walls I could use only to find out that nope, I only like, 300 (they don't give you the exact figure in mapster but it's like, 16385 or something). When that happened I had to go back through what I already built and join some sectors and hack out some background scenery just to get the rest of it done. Ergo, some of the fancier shading had to go. It sucks, but it is what it is. Either way, sorry to hear you didn't like it. Some of the ideas I've been brainstorming on for future maps are a bit more straightforward, so maybe I'll win you over then
Loke, on 22 June 2016 - 04:27 PM, said:
Great map, reminded me a bit of Military Madness. I didn't find it all that cramped to be honest though. The only problem I had was that the ammo was stingy as fuck especially at the beginning. I took a detour so I missed out on the pistol (finally found it after acquiring the red key card) -- ran through quite a bit of the map with only the ripper chaingun and a few trip bombs. Had to resort to kicking a few enemies to death. I guess this could also partly be my fault for not exploring the map enough.
The section at the end with the switch puzzle perplexed me a bit. I found the combination but it only opened that window which revealed the battlelord. What was the idea behind this exactly? Seems like I missed something.
Mikko Sandt's review btw: http://msdn.duke4.net/hottheroot.php
Heh, that threw MickyC for a loop too, I honestly wasn't even expecting anybody to even bother with it (MickyC sure didn't), and it was kinda one of those things I did just because I could. Basically, the idea was that if you took the time to look at the view-screen and see the code and also commit it to memory (or screensave it), you'd be given a slight tactical advantage during that last fight in the root. Emphasis on the word "slight", but being able to open that shutter door would enable you to pick off the stayput battlelord that's outside of the blast shelter, so you wouldn't have to fight two or three of them at the same time.
kinda worry me that so many people are saying there wasn't enough ammo to get through the map, though. Believe it or not, I spent a lot of time doing test runs to figure out the ideal amount of ammo to drop in the beginning so that wouldn't happen (there are some chaingun ammo pickups that only appear in CGS for this reason). I ran thin sometimes, but never managed to run out
. Kinda makes me wanna reupload another version with some more drops, but I also feel like it's a bit too late bother with it now. Stoked to hear that you and Mikko like it, though, because Baptized in Lunar Dust and Mikko's SP maps are my favorite high tech types, and what I kinda strive for in some ways.