Doom64hunter, on 10 February 2018 - 02:57 AM, said:
Some feedback:
Doom64hunter, on 10 February 2018 - 02:57 AM, said:
It's not very obvious that the first map is supposed to be a hub the first time you play. The first time I walked into the teleporter to level 2, I thought I had accidentally missed about half the map.
So did you go back to a previous save, or you kept playing the second map hopelessly? I don't think this is really a problem, and if the player puts some attention, he can guess the key at the top of level 2 in front of the player start is the one needed to open the chest in level 1. The only issue is potentially missing the blue spirit quest. So what I'll do is making the returning entrance two-way so the player can go back to the previous level if he feels like backtracking for whatever reason.
Doom64hunter, on 10 February 2018 - 02:57 AM, said:
The last secret in the first hub map doesn't seem to be reachable. It's in a small room with one shotgun goat, a strange green crystal and a blue keycard, funnily enough.
Missed that. Gonna fix it. BTW the keycard art is gonna be replaced, so there is gonna be keycards in the next release but just 2 or 3 in the whole episode.
Doom64hunter, on 10 February 2018 - 02:57 AM, said:
In the second map there are a lot of steep drops with flying enemies over it. You should put a flat at the bottom of these pits that automatically picks up any gold that falls down, like lava.
You are right, water tagged sectors automatically picks gold, will do this as well.
Doom64hunter, on 10 February 2018 - 02:57 AM, said:
I like that there is a lot of room to explore in the third level, but I'm personally not a fan of not being able to backtrack after a certain point in the map.
I know what are you coming from, anyway I want the maps to be a mixture of non linear and linear design, which means in some cases there will be points of no return, in the third level for example, is there any specific spot you wanted to get back to? I think preventing the player to go back forces him to explore for items and planning before he lefts.
Doom64hunter, on 10 February 2018 - 02:57 AM, said:
The sounds that are made by the escaping wraiths in the first level once you place the heart are extremely loud. This was an issue in the original WGR2 as well.
yeah, I'm gonna check the sound defs.
Doom64hunter, on 10 February 2018 - 02:57 AM, said:
The second ghost you come across where the skull is has a typo. ("don not believe him")
got it, already fixed that in my local folder.
Doom64hunter, on 10 February 2018 - 02:57 AM, said:
In the first map, if you dive into the water you can see some grates behind which are small compartments that also seem to have a water surface. On the surface itself, there are two further pockets of water that seem like they should connect with this underwater portion. You can't dive into these however. Seemed odd to me.
It was odd for my girlfriend as well haha but make it work will probably take me more effort and time than what it worths, so
Doom64hunter, on 10 February 2018 - 02:57 AM, said:
One of the secrets in the first map involves you blowing up a wall near the starting area. This opening is for some reason highly lethal to Duke and frequently crushes him when he enters at the wrong angle.
will fix it
Doom64hunter, on 10 February 2018 - 02:57 AM, said:
There is some random waterfall mist in the second section of the first map that doesn't seem to belong there, see attachment
Otherwise, good gameplay, pretty good map design, not too hard and a bit short, but it is a demo after all.
Yeah already fixed that as well, I was on a hurry to get this released before the past weekend, anyway I'm gonna upload the TC to MODDB with fixes and a new secret map.