Thanks for comments.
First off, I need to fix something:
BlueZero4 said:
Ezer Arch said (s)he [...]
Let me introduce: I'm "HE" guy. :B (lol-ing)
Ice said:
Why didn't you release this to us earlier?
Because a week ago it was a mediocre map. Yesterday I was finishing last room, today remaking entire 1st room (that was a pain!).
Awww... just for laughing, I leave here my map to show you how it was at the beginning.
http://ezerarchsrb2.awardspace.com/2.wad
Ice said:
Then we could have told you to resize all the sectors before it was too late. This level suffers from being severely undersized.
I admit it needs "some resizes" but not all the sectors. Hmm... I think 1st room needs 50% more space; 3rd one (lava room) needs to become tripled, some footbridges and traps (I'm so mean). Aqueduct room, I suppose, doesn't need to resize, if bridges are narrow, I think it plays a role in level challenge. Agreed?
Fortress room needs wider spaces, its path to be 2x longer, and exploit more its theme. The abandoned chambers I don't want to change anything (or much things)... it's a place where I enjoy more. Did you see there some splinters that fell off the roof?
(pic) I got a nice effect with lights that lit the room and splinters will be an alternative path on death pit later.
Sand place room needs 50% more longer. Any thing more? I dunno.
Ice said:
One other complaint of mine is that this had no multiple paths. (...). This level needs some replay value, especially with the theme that you put on.
AGREED! We must let player make their choices. I was already thinking on alternative paths.
Ms Katn said:
this level was extremely hard, for me.
Hmm... I need to know more details... where, what and which? Enemies, traps, rooms, paths? I need to konw what was hard. I could set up level skills for some level stuffs.
Draykon said:
but why give the player such an easy inferno shield?
Because of a silly effect: you can run like hell on footbridge, do a spin dash, get the shield and go straight. Just it. Okay, I'll hide it like I did with other hidden items. :x
BlueZero4 said:
You can use the same colormap tag on every water control sector. (...)
The water should go below the floor of the sector (...).
About colormap: good hint. And about water going below the floor, also I realized it in Mystic Realm, even with lava.
BlueZero4 said:
Some parts were a bunch of small platforms jammed together. Other parts had some decently sized platforms that were too far apart. Try to go for a medium between the two, please.
Are you talking about 1st room and fortress chambers? Well, I just wanted to challenge players...
More comments?