![]() ![]() Same with those barons popping up.an archie or 2 would have made things spicier. Second, I know that two masterminds needs to be used like in the PSX version but I think that a different kind of boss should have been used to have a sort of twist at the end. First of all, the map is too damn big for such an amount of monsters. I think the "original maps" that appears later in the game (and the super secret map as well) are solid.except the very final map. I gotta say that the maps were good in its own right, even if the similarities with the original levels are there. I managed to FINALLY complete the set!!! Took long enough thanks of being me searching for secrets and shit like that. Good job and.I see what you guys did with some maps. So yeah, those are my points and, I like the maps so far. I love the music but, I guess that the third episode should use tracks from the PSX Master Levels to add variety. Wanna punch the bastards? No problem, do it at some distance but the monsters also uses that advantage to screw you up. Last but not least, the melee attack reach. I personally don't mind the shake effect but probably might be a bothersome to others. The screen shaking for the weapons and the knockback might be a point to consider and some people may not like it. Now it's even more dangerous than before. To balance his lack of speed and being more clumsy, it launches double missiles and all homing?. The maps looks pretty simplistic, which it's the idea of that theme but, with the added effects for GZDoom, like dynamic lights, it adds more variety to not look more "plain". I think you guys can ask what was the settings for that reverb effect. ![]() I noticed immediately the lack of sector reverberation that was predominant in PSX themed maps, which I can suggest to correct this for a more immersive atmosphere. I gave a play (and recorded) the first 12 maps (11 maps plus the first secret map) and these were my first impressions: ![]()
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