Zummone, on 10 September 2016 - 10:22 AM, said:
I'm also kinda disappointed they didn't address any of E1L1's forced damage spots (falling and the explosion in the red keycard room). They always stood out to me and I thought they had a little more purpose, since they basically screw any legit no-damage run.
Then again, I think I grew a not-disliking on their render and JSJ's new voice acting, in the same way I would not-dislike a cheap bastardized version of Reloaded. $20 is still too much though.
About forced damage, you're not thinking big picture here. E1L1 was made not only as a showcase of the awesomeness of the game's and the engine, but also as a tutorial map at the same time.
The damage from the fall of the rooftop, they could have made it not hurt the player by moving down the arrival teleporter sprite a few inches. The fact that there is a health pack means that they acknowledged the damage, but it's left so that you lose 2hp anyway. This teaches the player that the game HAS fall damage, it's a learning thing, and you need to realize that fall damage was something new back then. Doom didn't have fall damage, I don't think Dark Forces had it either, most FPS didn't.
I think it's the same thing with the explosion(s) at the end. That corridor with the pigcops leading to the exit, doesn't make any sense, because if you don't count the hole made by the explosion, it's only got one door, one exit and if entering from that door it leads to nowhere. I don't believe it's something they overlooked, but rather they made the 2nd entrance an explosion to make sure the player is aware of potential explosion damage and explosion radius. The explosion is also a mean to make the first pigcop have les hp, for a lower learning curve against them (unless you're playing on CGS, it's the first first pigcop).