7772824d469744cd8154075a69e99b1bf97975b75379d512994560cab2707ce6

7772824d469744cd8154075a69e99b1bf97975b75379d512994560cab2707ce6
overall_rating 2.625 16

Forum thread for idcsp1.6

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Clearly a ‘first map’ and the author needs to spend more time learning the editor, lighting etc.

But it is also clear that this mapper shows promise. Tracing the map from start, it is clear that a lot of things have been learned ‘on the road’. And there is certainly nothing wrong with the imagination and creativity of the author.

I have ranked the map a bit better than it really deserves - due to the artistic/creative values. And, Jénilson, i expect you to keep up the creativity and improve on the craftmanship in the next map! Now, don’t disappoint me! :wink:

Thanks for your effort, and thanks for sharing!

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I really have nothing to add that The_Pirate didn’t already say, but I do want to affirm that the author shows promise and with some work, will be turning out some great work in the future.

Thank you for taking the time to share with us!

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It needs a lot of work on all the presentation aspects, BUT it’s clearly playable – with a distinct set of areas and an actual progression rather than just “monsters in a box” – and it has some fun ideas and mechanisms along the way.

I feel like there’s a lot of very specific bits of feedback that players can come up with by going through this map, like:

  • Don’t spawn monsters right in front of the player.
  • If your map has zombies, don’t put the only GL in a secret.
  • Speaking of weapons, a NG would also be nice.
  • Found at least one door that only opens from one side (and that doesn’t seem to be a good/intentional choice).
  • Speaking of doors, pay attention to door textures … if it looks like a double door, don’t make the whole thing slide away in one chunk.

Etc., but really at this point the best thing to do would just be make another map! Once you have your next map in a playable state, try to rope in some playtesters to give it a look.

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It’s true, this absolutely screams First Map in so many ways. But Johnny Law is right that the path forward is not going back and fixing the problems with map (blocky architecture, bland lighting, unrealistic layout, unchallenging combat) but in going onward to the next map, with the lessons learned from this one!

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