UAC is at it again! They've recovered samples from the IoS and begun to run their usual biological experiments on it. Something like generating their own expendable workforce without having to worry about safety inspections or unions. It doesn't work out. You have to go in there and shut down their mad experiment.
This is my first WAD, but not my first map. I have no idea what I'm doing. Please let me know what you think.
Tested in DSDA on Complevel 2.
Visually, the maps are better than your previous works, good use of lighting, bright and vibrant, yet cohesive texture usage.
However, in gameplay and navigation the mappack stumbles a lot, MAP01 was mostly fine, but the lack of item bonuses to indicate where you've been got me lost, because some paths look similar to where they look like I've been there already, even when I wasn't.
MAP02 and MAP03 gave me a ton of trouble to get through, especially with the FDA format where I can't save and load. In MAP02 it was really unintuitive to navigate once the whole arena opens up, the lifts are hidden like secrets, and would've worked better with switches, or good ol' SUPPORT textures. The platforming was very irritating because the mastermind will shoot you if you're unlucky and it targets you randomly while platforming; the mastermind gimmick really doesn't work with the platforming. The teleporters are impossible to figure out, I couldn't tell where each teleporter would take me, so I have to make plenty of trial and error just to navigate.
MAP03 is one tough motherfucker, but at least you understand what you're doing when making errors unlike in MAP02. The switches are not always clear at what they open, leading to stalling around, adding some bonus items and enemies to show you what the switches do would be helpful, like in some cases in this very map. The icon of sin section is very confusing, there are so many distractions; getting the red key is unclear because the yellow door wasn't introduced very well, so it was easy to forget where it is, and then you forget how to reach the red door by the time you get the red key because of the yellow door ordeal.
On the whole there are also a ton of bugs such as an untaggable secrets, nukage sometimes not damaging, HOMs, enemies getting stuck in MAP03 because of the IoS monster spawners etc. That I won't go over because these errors are overwhelming.
Thank you very much for playing! Here I thought MAP02 was my best one. Your criticisms make sense now in hindsight. I really appreciate your feedback.
Played MAP01 and most of MAP02. I like how you use spectre demons but got lost a lot in the second map where I only chipped away at progression after killing 4 masterminds :S
here's my dsda cl2 FDA:
Thank you very much for playing.
I'm slowly working on v2. Very slowly. Map02 seems like a real pain for others (I know exactly where to go but I made the map so... real beginner mistake). I think I need to reduce the number of Masterminds...
Besides health/armor bonuses you can use lighting to help highlight areas to help with navigation. Maybe even decorative objects. I noticed you using warning stripes as an indicator for lifts or lifts that would open later, so you could reinforce that consistency.