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Playtesting thread, report all map problems and criticisms


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 Post subject: Re: Playtesting thread, report all map problems and criticisms
PostPosted: 28 Jan 2010, 11:55 
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Site Admin  Site Admin
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Why are they immune to the staff?


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 Post subject: Re: Playtesting thread, report all map problems and criticisms
PostPosted: 28 Jan 2010, 13:13 
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Mancubus  Suffer.
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The staff has no effect on Heretic shadow (more correctly, ghostly) actors.
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 Post subject: Re: Playtesting thread, report all map problems and criticisms
PostPosted: 23 Sep 2011, 16:04 
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Site Admin  Site Admin
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Okay, why was H2M0 deleted recently? Has it been changed to a different slot or is it a mistake?
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: Playtesting thread, report all map problems and criticisms
PostPosted: 21 Oct 2011, 21:10 
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Mancubus  Suffer.
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First, on to H2M8 (by SergeJ?) a bug:

Image
The player is still in water, but the liquid graphics stop there.

Second, on another level, what is it, a relic? http://imgur.com/a/DhwSZ It's H2M7. It depresses me a little, it reminds me of the days when Hpack was at hpackdev.phpbb8.de and we were young.


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 Post subject: Re: Playtesting thread, report all map problems and criticisms
PostPosted: 23 Oct 2011, 08:12 
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Dark Imp  Dark Imp
Joined: 20 Feb 2011, 12:41
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printz wrote:
First, on to H2M8 (by SergeJ?) a bug:

The player is still in water, but the liquid graphics stop there.

It's my H2M9. I didn't see this bug.

Image


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 Post subject: Re: Playtesting thread, report all map problems and criticisms
PostPosted: 23 Oct 2011, 12:57 
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What gfx cards do you both have?


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 Post subject: Re: Playtesting thread, report all map problems and criticisms
PostPosted: 23 Oct 2011, 14:44 
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Commander Keen  A rather ghastly dragon
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Tormentor667 wrote:
What gfx cards do you both have?

Looks like he just forgot to tag a sector, for the deep water.
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 Post subject: Re: Playtesting thread, report all map problems and criticisms
PostPosted: 05 Nov 2011, 20:30 
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Playing through Episode 1...

General comment: I really find it weird that skull wizards (or however they're called) are introduced in the very first map; several levels before the disciple is reintroduced even.

H1M1:
- How does this texture (window) make any sliver of sense?

- The elevator in previous versions of the map was ten thousand times better than this dumb crate stairway. Are the inn patrons really supposed to climb crates?

- Speaking of the inn, the Heretic chandelier would fit better there IMHO than the Hexen one.


H1M2:
- In this place, between the floor detail and the stalactites, it's easy to get snagged. Raise the roof, or use smaller stalactites, or remove them.

- Crucifix don't make sense in the Heretic world. That texture ought to be removed from the pack and replaced by something appropriate everywhere it's used.

- This texture isn't really supposed to be a door texture. The sound that the door makes is kinda weird too.

- Sometimes, the switch choices seem kinda random... The idea for the ammo switches like this one was to use them with scripts, e.g. the crossbow bolt switch like this one could only be activated by shooting it with a crossbow.


H1M3:
- I think the Hexen bell would be justified here.

- A bit more ammo would allow a gameplay more engaging than gauntleting ghost monsters through bars.

- What's the point of a 3D floor room if it's so utterly void and empty?

- You are aware that once we reach this place we can skip the rest of the level, right? The green and blue keys are pointless.

- This wall just looks weird. The texture here isn't a deliberate pattern, it's just a bunch of small connectors for different size and heights of ORNGRAY. You're supposed to use just a tiny slice and offsets.


H1M4:
- Seems a bit early to introduce the Gloves of D'Sparil...
- Couldn't find how to open guardian house.
- What is this supposed to be?


H1M5:
- Come on, that's not a regular door texture!


H1M6: map too unfinished to comment
H1M7: Fine map, nothing much to say
H1M8: map too unfinished to comment
H1M9: seems to be a draft version of H3M4.


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 Post subject: Re: Playtesting thread, report all map problems and criticisms
PostPosted: 13 Dec 2011, 11:15 
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Zombie  The Bug Breaker
Joined: 19 Jan 2010, 07:15
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Played through a bit of episode 1.

I enjoyed the "introduction" fights at the end of the maps where you meet the next new monster at the beginning of the map.

It is.. 3AM, and I'm a bit tired. I'll post only what I have gathered that I can comprehend at the moment.

H1M4:

-Feels a bit out of place.
-Needs a secret torch or two. (Unsure if this is even in Heretic)
-A bit too confusing to navigate, even in the dark. The level flow just dies with this map, aside from finding a book to summon the winds back. I don't feel flow from the level to even motovate myself to find the book and get off the island.
-For being an island I expected it to be surrounded by Deep Water. Apparently this is not the case.

What could be done to it? Add a bit of level flow. It's a tad too confusing for my tastes.


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 Post subject: Re: Playtesting thread, report all map problems and criticisms
PostPosted: 13 Dec 2011, 19:15 
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Agreed with most things mentioned here so far, only one thing that I disagree:
Image
Having that staircase thinh is fine but I'd suggest adding a regular door or staircase as well that is blocked or broken somehow.


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