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[WIP][H3M8] Hell's Forge - Up for grabs!


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 Post subject: Re: [WIP][H3M8] Hell's Forge - Updated on the SVN!
PostPosted: 21 Oct 2011, 07:53 
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Dark Imp  Anticitizen One
Joined: 17 Dec 2009, 13:58
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Location: Romania
Updated to the SVN yet again! Did some changes here and there. Also some feedback would be great! Screenshots soon! :)
Image

Approved Submissions: 1
Approved Updates: 1
Rejected Updates & Submissions: 0


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 Post subject: Re: [WIP][H3M8] Hell's Forge - Updated on the SVN!
PostPosted: 21 Oct 2011, 14:00 
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Baron of Hell  Baron of Hell
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I like it! I know it's not 100% done, still, but it's come along!


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 Post subject: Re: [WIP][H3M8] Hell's Forge - Updated on the SVN!
PostPosted: 22 Oct 2011, 14:54 
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Dark Imp  Anticitizen One
Joined: 17 Dec 2009, 13:58
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Location: Romania
ShadesMaster wrote:
I like it! I know it's not 100% done, still, but it's come along!

Thanks! :-P

Also the screenshots:


Comments, critique anything would be highly appreciated! Also when you get to that part where some green bars are blocking your way, pull down the console and type puke 12 and tell me what do you think of it! :P (It's on the screenshots too.)


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 Post subject: Re: [WIP][H3M8] Hell's Forge - Updated on the SVN!
PostPosted: 22 Oct 2011, 15:38 
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Commander Keen  A rather ghastly dragon
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I REALLY like that crusher trap. You don't do the usual cascade, you have it go in reverse when it's done which could catch an unwary player. It could possibly stand to be a little faster, but it's fine as-is.

Some suggestions:
-The Blood Lich is probably going to get cut, being an iconic CG3 monster. I'm not suggesting you remove it now, but just think about what you might replace it with in your map, if we do.
-The battle just beyond the gold door seems too hectic. Several Fallen, Fire Gargoyles AND an Iron Lich in a small area?
-What is that massive Weredragon in the corridor? I had no knowledge of them, and there are several monsters already in Hpack that fit its exact role (beefy projectile-thrower).
-The Volcano Serpents as well might be cut, so you should probably replace them with Chaos Serpents when that happens. That particular area (going down the stairs and fighting the Volcano Serpents) gets a little repetitive. Different monsters in each of those rooms might work a bit better.
-It wasn't clear what happened with the switch to get into the main room. It said find the switch, I looked around, things moved, I hit a switch and it and a secret opened. It gave a feeling of "Wait, what?" if that makes sense. Best way I can describe it.
-Those dialogue script things are meant for Corvus talking to himself. Hence the picture of Corvus on the side of the graphic. :P
-Kind of a pair of huge bugs in the main hub room. I misunderstood what I was supposed to do, and went towards the gold door. The bars closed behind me, and I had to noclip back into the hub room for the fight. Then after the fight was done, I went towards the gold door again, and triggered the battle again (though only the Acolytes, so the bars would never raise again).

That's about it. I LOVE how the map looks. :D
Currently reading: Blood Ravens, The Dawn of War Omnibus
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Total approved submissions: 78
Total approved updates: 21
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 Post subject: Re: [WIP][H3M8] Hell's Forge - Updated on the SVN!
PostPosted: 22 Oct 2011, 16:00 
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Dark Imp  Anticitizen One
Joined: 17 Dec 2009, 13:58
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Location: Romania
Ghastly wrote:
I REALLY like that crusher trap. You don't do the usual cascade, you have it go in reverse when it's done which could catch an unwary player. It could possibly stand to be a little faster, but it's fine as-is.

Thanks! Glad you like it! :)
Ghastly wrote:
-The Blood Lich is probably going to get cut, being an iconic CG3 monster. I'm not suggesting you remove it now, but just think about what you might replace it with in your map, if we do.

Hmm... Okay, I will replace it, when it's going to be necessary.
Ghastly wrote:
-The battle just beyond the gold door seems too hectic. Several Fallen, Fire Gargoyles AND an Iron Lich in a small area?

Yeah, maybe that was a bad idea. I should remove the Lich from there then.
Ghastly wrote:
-What is that massive Weredragon in the corridor? I had no knowledge of them, and there are several monsters already in Hpack that fit its exact role (beefy projectile-thrower).

Well... That Weredragon was already in it. So, I'm using what I see in the pack.
Ghastly wrote:
-The Volcano Serpents as well might be cut, so you should probably replace them with Chaos Serpents when that happens. That particular area (going down the stairs and fighting the Volcano Serpents) gets a little repetitive. Different monsters in each of those rooms might work a bit better.

I'll replace those with different monsters then.
Ghastly wrote:
-It wasn't clear what happened with the switch to get into the main room. It said find the switch, I looked around, things moved, I hit a switch and it and a secret opened. It gave a feeling of "Wait, what?" if that makes sense. Best way I can describe it.

After you kill the Undead Knights and Undead Champion the floor lowers on both left and right side. One is a secret and the other one is where the switch is. :P
Ghastly wrote:
-Those dialogue script things are meant for Corvus talking to himself. Hence the picture of Corvus on the side of the graphic. :P

Well, guess I shall remove those and maybe just display them as plain text. :P I wanted to give the impression that someone else is talking to Corvus. :P
Ghastly wrote:
-Kind of a pair of huge bugs in the main hub room. I misunderstood what I was supposed to do, and went towards the gold door. The bars closed behind me, and I had to noclip back into the hub room for the fight. Then after the fight was done, I went towards the gold door again, and triggered the battle again (though only the Acolytes, so the bars would never raise again).

Yes... Probably if you used Give all or something and got all of the keys you triggered some of the scripts. :P Because some of the scripts should activate after you get a respective key.
Ghastly wrote:
That's about it. I LOVE how the map looks. :D

Thanks for your input! :)


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 Post subject: Re: [WIP][H3M8] Hell's Forge - Updated on the SVN!
PostPosted: 22 Oct 2011, 16:30 
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Commander Keen  A rather ghastly dragon
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Disguise wrote:
Well, guess I shall remove those and maybe just display them as plain text. :P I wanted to give the impression that someone else is talking to Corvus. :P
Ah! In that case, maybe add a Son of D'Sparil at the end of the map (we'll be improving them to be decent boss-types, sometime soon), as that guy, as the boss of the map.
Disguise wrote:
Yes... Probably if you used Give all or something and got all of the keys you triggered some of the scripts. :P Because some of the scripts should activate after you get a respective key.
Ah! Tried it without Give All and it didn't happen, so that was the problem.


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 Post subject: Re: [WIP][H3M8] Hell's Forge - Updated on the SVN!
PostPosted: 22 Oct 2011, 18:14 
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Mancubus  Suffer.
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I found the Undead Champions frustrating. I'm quite sure they'll never work right if they can hitscan you. Better for a Dragon Claw hitscanner to look different, so the player knows immediately the thread they're expecting. An undead warrior sporting a dragon claw goes too little noticed and can easily frustrate the player with sudden and unavoidable blasts. But this message ought to go in the other subforum.

The map itself? The thick fog and brown-orange ambience reminded me a lot of Doom 3 cave/hell areas, so for me this is a plus.

I didn't like the sky instant-death pit. I think it needs more detail or foreshadowing. As it is now, it's an unexplained leak into the void.

The arena fight at the start seems to be better than before (probably because the Apostles of Chaos have been weakened), but the Blood Lich has the habit of shooting instantly. An unsuspecting player may suffer a quick crippling or death; a formerly dead player knows they have to circle-strafe, therefore not taking damage at all.

I liked the fight behind the yellow door. I happened to have enough ammo to gracefully win it.

I'm not sure if replacing the Magma Serpents with regular Chaos Serpents is a good idea. Those buggers are about as menacing as Cyberdemons, with their super-fast reaction and devastating sweeping attacks. Magma Serpents at least fire slow projectiles. Unfortunately they tend to be boring because you have to wait for their magma shots to fragment and die off.

As soon as I reached the force field before the last stage of the Magma Serpents, I didn't know any more where else to go.

As for layout, I found the map a bit too symmetrical and right-angled, sometimes too cramped, but this is not critical for enjoyment, though other (namely Doomworld /newstuff) reviewers might bitch for little details like this and suggest others to bitch as well.
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 Post subject: Re: [WIP][H3M8] Hell's Forge - Updated on the SVN!
PostPosted: 22 Oct 2011, 18:31 
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Commander Keen  A rather ghastly dragon
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printz wrote:
I found the Undead Champions frustrating. I'm quite sure they'll never work right if they can hitscan you. Better for a Dragon Claw hitscanner to look different, so the player knows immediately the thread they're expecting. An undead warrior sporting a dragon claw goes too little noticed and can easily frustrate the player with sudden and unavoidable blasts.
Yeah, they were a test by CodeRed for a new version. Needs work and would be a great separate monster for the Beastiary, but we're working on a new Champion for HPack. Just ignore that for now.

Edit: Crap! That was close. I clicked Edit on Printz' post instead of Quote. I need to be more careful about that, but I did fix it. -_-


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 Post subject: Re: [WIP][H3M8] Hell's Forge - Updated on the SVN!
PostPosted: 27 Oct 2011, 12:45 
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Dark Imp  Anticitizen One
Joined: 17 Dec 2009, 13:58
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Location: Romania
I don't think that I will be able to finish it till the deadline... >.<


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 Post subject: Re: [WIP][H3M8] Hell's Forge - Updated on the SVN!
PostPosted: 27 Oct 2011, 13:26 
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Commander Keen  A rather ghastly dragon
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Disguise wrote:
I don't think that I will be able to finish it till the deadline... >.<

The rest of the wad won't be finished by the deadline (the resources alone still need a ton of work). Likely Torm will set up another deadline for a later date, so don't worry. :P


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