DRL > Requests For Features
Chained court (normal) update
Deathwind:
I think the proposed map would be a good change but do we really need 5 zerk effects in this one?
Game Hunter:
--- Quote from: Deathwind on January 29, 2012, 16:44 ---I think the proposed map would be a good change but do we really need 5 zerk effects in this one?
--- End quote ---
Part of the use of the normal Chained Court is that you can go in there and snag all the zerks and the chainsaw, then leave. It's useful for pacifists and berserkers and stuff. We could play around with the balance but I don't mind keeping the level "easy".
I never got around to posting my sketch for the possible Spider's Lair layout. Here it is!
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It's very...um...different. Additionally it doesn't mesh well with tiles (but I imagine we'll make a cave tileset soon that will make diagonals work, since they appear oh-so-often in that settings). I've actually played it a couple times and the change in how one has to play the level is quite interesting. My hope is that it's better than the completely-open layout that already exists, but I'm open to tweaking it (or scrapping for other possibilities).
Deathwind:
I like it but could you open up the walls just a bit? This looks like it might bring out every single issue with LOS and targeting in one map...
edit: also make the 4 cover walls angled as their current placement offers almost no cover
GrimmC:
I like both designs quite a bit. The CC revision is interesting and feels very "Doomish." One confusing point though: Will mod packs be guaranteed even in the normal map? (i.e., without beating Hell's Arena)
Spider's Lair revision is also pretty cool. I always thought the original was rather bland. This one is actually exciting. There's no way for me to predict how it would play though.
Not sure how much more feedback I can really provide, but both look excellent to me. :-D
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