Andre Majorel wrote:
> I suppose you plan to put imps or some such in the cage on either
> side of the catwalk ? I'm not fond of levels where you're under
> attack from the start.
Yes, probably imps because they are weak but not hitscan. I guess we
have to agree to disagree about being under fire from the start
> The metal architecture is okay. I don't like the two doors side by
> side.
Yeah, I think I should change that. I will expand on that below with
your other remarks.
> The boring 1024-long corridor on the right is a definite no-no you
> need to make it either shorter or more interesting. The two-tone
> corridor on the left is good. Don't make it any more detailed, or
> you'll have to raise the level of detail throughout the level.
I do not like that corridor either. I was thinking about hooking it into
a new area to the south. Maybe change the entrance by angling it and
adding a small new area, looping it around, and adding a new exit. It is
hard to describe in text so I will just edit it and see how it turns out.
The other corridor is good enough. I do want to have a high level of
detail, but for a hallway, that is decent.
> The square courtyard is a bit bland. I'm not fond of the 16-unit step
> on the doors. I don't know if you did it for the architecture or to
> make it easier to change the floor texture but I don't like it. If
> the latter, maybe you could try an 8-unit step instead.
I intend to break up floor and ceiling heights to make flat texture
changes more natural. I also like how different heights look. The
doorways are tentative, I will probably move them around and lessen the
step. As a whole the courtyard is basically a rough draft, I plan on
enlarging it, adding water, maybe a trap or two.
> You're in danger of using too many textures. The BROWN1 in the
> straight corridor is not OK, for instance. Generally, the "use a
> different texture set in each room" ethos is a mistake. Theme, theme,
> theme.
I am going for a stone theme. At first I was not sure where I used
BROWN1, but it was for the little lip near the sky. I might change that
as I am going to redo that area anyway.
> The trap in the twisted corridor is good and I like the secret. It's
> just hard enough to reward the players who keep their eyes open.
I like hiding things in tight, dark places =)
--
John Gaughan
http://www.johngaughan.net/
john.RemoveThis@johngaughan.net
>> Stay informed about: New Map