Where is heretic temple
Spoiler: Playtested in zdoom 2. I cheated so I could take screenshots, for anyone else there's no phoenix rod in this map that I know of.
Overall, it was much better than I expected for a first wad but there are some gameplay aspects which I dislike that seem to be quite ubiquitous means being found in lots of different places simultaneously. The visuals are good but I recommend more ceiling height variation you could try putting wooden supports on the ceiling, having structures hanging down with chandeliers on them, archways this one can be quite time consuming, or anything else you can think of.
The other thing I recommend is more light variation within rooms - try putting layers of sector circles around some of your torches and change the brightness of each circle so it looks like the light is radiating out.
If you're really keen you can make the brightness of the circles flicker to simulate the flickering effect of torches. I'll now go into the specifics: The sky isn't working properly here see below and since you're using a method unfamiliar to me, I can't really help you with that. The iron liches tornadoes weren't following me properly so I don't know what's up with that.
I would not recommend making the player fight iron liches with only the crossbow and elven wand as it can get a little grindy and boring. I recommend either making a switch which crushes the iron liches, give the player better weapons or replace the iron liches with a different enemy. I think the instant death needs to be telegraphed better as I was not expecting it is this supposed to be a part of a secret area? I think deepening the lava pit might make it clearer that you cannot escape.
I recommend putting more room here so the player does not need to backtrack around the edges. I recommend reversing the order of the doors so that the blue door comes first. In my playthrough I was tricked two times into travelling all the way over here just to discover I need another key. It's not very intuitive that you're supposed to go behind the building to discover this door it must have taken me around 10 minutes to find!
I recommend either putting more space here to give the players the impression that there's something there, or you can make it so that you access the yellow key from within the building which will takes less time to make.
I know this wasn't your doing but these stools do not look tall enough to block crossbow shots. If you know decorate, I recommend reducing the height of their hitbox. It should be very easy, just change the value of their height property to around 10 less than it was.
This fight is my least favorite part of the level and is representative of one of this map's greatest weaknesses - doorcamping. Most of the fights have enemies thrown in front of you which means all I have to do is camp the door ways and slowly grind the enemies down.
I recommend opening up monster closets containing the biggest threats behind the player to push them forwards into danger. This will increase the pace of the game and make it more fun. Furthermore, if you're going to put lots of disciples in the map, I recommend giving the player either the dragonclaw or the hellstaff - it gets a little boring when you have to kill them with the ethereal crossbow.
This encounter is good and is the best part of the map. All the disciples spawn behind the player giving him nowhere to run and you have to think fast to survive. I recommend having another monster closet to the right right where the player entered the room to stop him from escaping and using boring strategies like doorcamping. I think the boss should only activate when the player enters the room and then you should lock the player in.
Otherwise, the player just starts shooting the boss through a series of opening and closing doors which is very frustrating to fight through and isn't very challenging. Main takeaways: I recommend better weapons to take down the disciples as it gets a bit grindy with the crossbow. You need to eliminate doorcamping as much as possible which means more fights like your epic disciple fight next to the blue key. Also try revealing enemies behind the player to keep them on their toes.
This map is very large and so it's so very hard to give detailed feedback on all the parts of it. In future I recommend either making smaller maps players will get less fatigued if you do this or release the map in smaller increments which helps testers give more detailed feedback and also means you identify problems with your map's flaws earlier rather than later. I myself have made the mistake of making a very large map with no feedback - in fact it still has no feedback because I'm too embarrassed to release it.
The music is pretty awesome and fits the map perfectly so good job with that. Cinereous Incarnate by Abstracter. Bandcamp Album of the Day Jun 14, Hollow of the Void by Petrification. Bandcamp Album of the Day Apr 23, The Creeping Unknown by Noose Rot. Featuring members of Gatecreeper, Skeletonwitch, and Wolvhammer, Noose Rot deliver a grimy, crushing take on death doom.
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