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Old 11-23-2018, 12:53 PM   #11307 (permalink)
MicShazam
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Join Date: Aug 2015
Location: Aalborg
Posts: 7,634
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I got paranoid when I first got to that room where the teleporter sounds start appearing. You see me turning around because I think I'm about to be surrounded by teleporting enemies in the big room I'm coming from.

The slim corridors with lots of the same types of enemies in the second map were kinda redundant. You just hold down the fire button and the rest takes care of itself. It could also have been fun to have more, bigger rooms with holes in the ground, or places where you have to walk on the edge along the walls. The rooms at the start of the level that played with this idea didn't do much with it and it wasn't really hard to deal with at all.

Overall, I'd suggest maybe avoiding making everything take place in cramped corridors. Open rooms with structures inside them are also a good way to make for more variety. Different types of rooms mean you have different options when fighting the enemies. You can also do stuff like placing enemies on ledges, so they shoot down on the player, etc. Just more variety in various ways would be neat.

But I did like that these levels felt kinda like a throwback to Doom 1 level design. Doom 2 does a lot to get away from just rectangular rooms and corridors.
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