brilliant wrote:All of the rooms were very small, which made it hard to move around and dodge enemy attacks. I often found myself surrounded by monsters and not able to get away, resulting in me getting killed. Some of the rooms were very difficult on Total Carnage, such as rooms 2, 3, and 6. Just make sure when making a single player level that it is beatable on Total Carnage. I see that you are aware of the shading, and yes it isn't very noticeable. I do recommend that you make parts of the rooms darker. Also, consider using different textures in each room for variety. Stick to one set like you did with the Jjaro, though. If the rooms were bigger, it might also solve the issue of accidentally teleporting while battling the monsters. All problems aside, this level does provide a lot of intense action and fun. I also liked the architecture!
VikingBoyBilly wrote:Sometimes you're screwed if you don't have auto-weapon switch turned on, which seems necessary for the s'pht and the f'lickta rooms.
brilliant wrote:I was still frustrated trying to get through 2.0 on Total Carnage. It was still really hard, and I still got trapped by the monsters a few times. Battling a ton of enemies at once and without any cover makes it really hard, even with the 3x. You have done a better job at changing the textures and lighting. You could add even more variety by replacing every other ceiling light texture with a non-light texture, for example. Also the wall texture with the bars of light is cut off. If you were to slide the texture over a bit to the left, it would look much better.
Turma wrote:I've been experimenting with .Lua, so maybe I'll be able to whip up a script on a later version that fixes a couple of gameplay issues (Auto-Switching weapons).
Treellama wrote:Don't use a Lua script to change a fundamental expected Marathon behavior! Fix your map instead.
Turma wrote:Several of the rooms have weapons in them that seem to be a lower priority than the AR (3 and 6), and it makes the aforementioned rooms unnecessarily difficult.
Crater Creator wrote:It's too one dimensional. It's "Surprise! Aliens in your face!" again and again, and nothing else. The map architecture has visual appeal but couldn't be less impactful to the gameplay. I yearn for a pillar, a hallway, stairs, something... there's not even anything for seeking S'pht bolts to impact so they don't chase you forever.
There are a lot of ways you could've carried out this concept. For instance, consider if the rooms were adjacent and each was a floor lower than the last, like a giant staircase. Then you could see where you're going, even if the monsters don't spawn until you jump, and figure out what path you're going to take around and around the room before combat begins. But again, it's one dimensional. There's a dimension to each room of what weapon you have and what's shooting at you. The success or failure of every other dimension hinges entirely on Marathon's mechanics being fun a priori, in a vacuum, and not at all on the particulars of this map.
As far as Lua, your best use of it to my mind would be to disable the teleporter to the next room until all monsters in the current room are dead. That seems to be implied, but I presume you'd want to prevent people from teleporting prematurely, both those that stumble into it by accident and those who make a run for it on purpose. In either case, you can't go back, so all the work the player may have done to clear previous rooms is lost, and they have to start over.
There's an easy non-lua way to do that, to: make each room a separate level. That would also allow you to remove the player's weapons and give them a fresh load-out, if that's something you want to set per room.
Treellama wrote:So change them?
You can make Marathon maps fun without Lua--people have for a decade. Learn the basics first, then worry about Lua.
RyokoTK wrote:All you need to write Lua is a text editor.
Nonetheless: don't even use any Lua for a single player map unless you're sure of what you're doing. And right now, you're not at that level.
Your map is, uh, technically proficient, which is good, but it's in no way a fun map to play. A great guide for making good, simple, straightforward maps is Marathon 2. Those maps are generally small and have basic architecture and objectives, but are nonetheless very fun to play. That way you can pick up some good examples of monster usage and how to avoid crappy traps, which is what your map is entirely comprised of.
But like I said, your map shows you at least have a decent grasp on texturing and lighting, insofar as there is any in an octagonal room.
RyokoTK wrote:Well it's not that the general idea of a traps-based map is bad, exactly, it's just that this particular trap is a really annoying and cheap trap, and it's repeated too many times. The rooms are tiny and all the monsters spawn right next to you. Survival on TC seems more like luck than skill because of all the components playing against you here.
RyokoTK wrote:You're addressing the symptoms but not the problem. Make a new map. Try a sequence of physically connected rooms -- larger, more complex rooms. That'll let you put the monster triggers in more appropriate locations and keep the gameplay a little smoother and more fun.
Like I said, you wouldn't have to spawn the enemies before the player enters. They can teleport in like they do now, and then firing into the next room is useless. There's still value in seeing the space you're about to enter, and knowing how you'll enter the room.Turma wrote:This Level actually did originally consist of interconnected rooms, but it didn't work very well. It was really tempting to hide and pump grenades into the next room until everything was dead.
That strikes me as a rather narrow-minded view of how a map can be hard.However, Sequencer is designed to be hard, so short of starting over from scratch, we're stuck with the teleporters.
To be clear, the reason I suggest pillars or really any variety in the architecture isn't for visual appeal at all: it's for gameplay. There would be something to hide behind, and enemies would move along more interesting paths instead of straight towards you. Currently, there's no opportunity to interact with the map at all. It is merely a container for the combat when it could be, and in other maps virtually always is, much more.However, I am modifying the rooms to be more visually appealing, so I'll look into the pillars idea.
I think that's on the right track. I think the problem right now isn't identification - a player who knows the game knows right away what they're facing and which enemies are greater or lesser threats. The problem is simply getting swarmed. In your level the player is often surrounded by enemies to the point they can't move, similar to, for instance, being surrounded by zombies in Left 4 Dead. That game, however, was designed with swarms in mind, which is why the player has abilities like a powerful melee attack that knocks back multiple enemies at once. Marathon wasn't designed for that kind of situation (although one can make do - when playing Sequencer I'd sometimes detonate a grenade at point blank, damaging myself, just to knock enemies away).One more thing... what if I didn't spawn the player in the center of the room? That way, you could see all the Aliens as soon as you teleported in, so it wouldn't take as long to identify the primary threat/figure out how to react.
Users browsing this forum: No registered users