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Licecap uneven color
Licecap uneven color




licecap uneven color
  1. #Licecap uneven color how to
  2. #Licecap uneven color full

If you look just at the one "correct" path, you'll realize it's one long curved line. But don't confuse that with nonlinearity. Your layout nicely advances and again "wraps around itself", and you've also created quite a few side paths to explore. I think it's time to introduce you to some further basic principles of Doom mapping, so your maps could be improved to provide even better pleasure. Going through your maps was a pleasure for me. (I already played the updated MAP01 before.)Īpparently you have your very own designing style. Nice! I have played the new map from pistol start. Last point, your secret areas are mostly good, but some are hidden overly well I'd say, and in one place, you have one secret flagged in two sectors, which is commonly considered a fault. And not just pose as an easy target, or a potential danger if the player is very incautious.

#Licecap uneven color how to

Try to find ways how to use monsters in an effective ways, so they have higher chance to actually harm the player. But aside from this aspect, the gameplay is very, very, very easy. If you think players like to punch stuff with their bare fists, then not. Also, be sure to allow backtracking all through the map. The map could have featured more height variation and lighting contrasts (but the way how it works now isn't bad at all!). Don't be afraid to exploit alternative paths and ways how to reach exit and thoroughly explore the map. While the theme is unified, encountering the very same textures and elements like wall light sources gets repetitive and uninspired.

licecap uneven color

To be fair and honest, the map is far from being perfect too. Some people would call it bland, but I felt it as the map's advantage, the slight tension and uncertainty when you don't know what lies ahead, and encounter a suspicious emptyness. You give unusually long relaxing passages without any combat. Mappers tend to keep throwing monsters on the player, either individually, or (more commonly) in waves, but almost constantly. Your style appealed to me for the thematical consistency, simplish "classic" style, and mainly, for an unusual approach to enemy placement. At the same time though, your map has little flaws that could be easily eliminated once you get more familiar with Doom mapping and its principles and player's expectations. Detailing, shapes of rooms and general map's flow and definitely much above the skills of an average newcomer. This map, while relatively simple, shows that you have a good potential. Hello and welcome to the forums! I actually wonder if you have any previous experience with a map/game editor. Please keep making maps! I think you've got greatness in you. I like that the layout wraps around on itself, I thought the grey portions of the map (after yellow door) were pretty nice looking.

licecap uneven color

Overall though, even if I really disagree with a lot of choices made here, I think you've got a lot of potential to hone your mapcraft into something really great. Then you gave me an SSG, and it ended five seconds later.

licecap uneven color

I kinda hovered around the lower end of health and bullet count for the first 2/3 of the level. But that's actually ok because it forced me to take every (otherwise very light) encounter a lot more seriously.

#Licecap uneven color full

having one trail of light from a distance source beam all the way down a hallway at full brightness is just goofy). I admire the attempts at realistic lighting, but some of the scenes were just kinda overboard (i.e. I did like how the scale kinda squeezed down a lot after the yellow key door, which gave the areas a more believable quality. I dunno, the whole thing kinda seems to just take you in and out of the same four brown-washed rooms with chest high height variation.






Licecap uneven color