Catastrophe wrote:Okay first impression wise I'm thoroughly disappointed.
[spoiler]
- The changes to vanilla weapons are trash. What is the point of removing the reload from SSG? That makes it even more ridiculous than my own weapons mod rofl.
- Speaking of which, if you intend for this to be a newschool mod, why on earth are you using default sprites with such trash animations? Look at this awful railgun, it doesn't even reload. Actually, WHY are you even bothering using sprites from Doom2 at all if the animations are just gonna be a downgrade? That is not the spirit of newschool.
- Now some of you might be wondering from the railgun screenshot about why my sbar looks odd, it's because it is downright broken. And yes, I tried setting hud_scale true/false. Playing on fullscreen hud gives you this (also bad because the number overlaps the weapon).
- So far the weapons themselves seem like a downgrade mixed with cop-out and downright laziness.
- The maps were looking decent, but god damn please don't ever add bouncy pads, they are broken. Yours doesn't even work.
- Falling damage is a terrible idea. Why.
- I actually liked this until I realized teleporting holds you in-place. Fucking why? If you are going for a Quake3 feel, the last thing it should be doing is holding you in place.
- Detailing wise the maps are excellent. But its laggy, too laggy. Even with dynamic lights off. I *highly* doubt this will get played actively, but we'll see.
- Why did you change the slots of all the weapons? They're still Doom/Skulltag weapons. Absolutely pointless.
- I think jumppads like this should have some particle fountains, they look kind of plain.
- I'm a bit lost, is this supposed to be played with Skulltag Jump physics? Because currently with the default physics it is absolute garbage. If you are going for Quake 3, why would you not use Skulltag jump physics? The maps are way too big for you to adequately move around w/o bunny hopping.
- Again, if you are going for Quake 3 why are you not encouraging rocket jumping? That's way too much self-damage.
- I like what you did here with the smoke effects, it looks nice.
- You know this map was looking nice until I realized you get instantly killed by water. Fucking water. Have you never played Doom 2? There is a reason damaging floors aren't water.
- The grenade launcher sucks ass. Why even place this in large maps when its travel distance is pathetic?
- I really cannot emphasize this enough, you need to make your weapons feel good. They are just so lackluster and boring that I might just fall asleep playing this. Look at terminus's video about this, it might help. You can also take a look at my weapons mod and see how I made the weapons feel good if you want. Stay away from weapon kickbacks/pitch adjustion, the last thing you want to do is mess up someones aim.
- I guess my main gripe is that this mappack is too slow paced. The weapons suck, and the player movement is just ass.
- Aside from the two smokey maps, all the maps just look the same. It's like plutonia all over again, you need to diversify the theme of this wad instead of having a generic brown/quakish theme.
- Why aren't you de-randomizing the weapons? The damage should not be dealing random damage, imo. The chaingun is actually pretty OP for a starting weapon if you RNG hard enough.
[/spoiler]
Aaaand that's all I have to say. The maps are good, but everything else sucks. I'd give it a 4/10 at its current state.
Edit: ROFL why the fuck are you
bloating up the wad with a bunch of songs you
aren't even using? NO WONDER this is 140 mb. What the fuck dude?
Thank you for the feedback, I really appreciate the time you spent on this.
Now some of you might be wondering from the railgun screenshot about why my sbar looks odd, it's because it is
downright broken. And yes, I tried setting hud_scale true/false. Playing on fullscreen hud gives you
this (also bad because the number overlaps the weapon).
Are you positive that text scaling is disabled? I've had that issue before with other PWAD's when using Zandronum and I mistakenly or unknowingly had that enabled. To clarify unknowingly, I reused the GZDoom .ini file for Zandronum, the only thing that looked wonky - was what you mentioned.
This is one area that - I am unsure how to correct. The player's existing momentum appended when the 'Player Thrust' takes effect. If anyone knows how to resolve this, please let me know.
I actually
liked this until I realized teleporting holds you in-place. Fucking why? If you are going for a Quake3 feel, the last thing it should be doing is holding you in place.
That is a good idea, I'll do some investigating first.
I think jumppads
like this should have some particle fountains, they look kind of plain.
It's an idea that I will consider looking at.
I'm a bit lost, is this supposed to be played with Skulltag Jump physics? Because currently with the default physics it is absolute garbage. If you are going for Quake 3, why would you not use Skulltag jump physics? The maps are way too big for you to adequately move around w/o bunny hopping.
As I use primarily GZDoom, I would say stick with ZDoom's jumping physics. However, if SkullTag's jumping movement is better for you, by all means - use it.
I don't know how to pull this off myself, if anyone can submit a patch to do this, I will be willing to accept it.
Of course the size will be further optimized for the project's final release ;)