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The teleport section is a well-placed variation. I would have liked to spend some time just looking around the room at the end but there were too many corpses to get a good view of anything. A bit of no-clipping to the east revealed 4 cacodemons in a conga line, infinitely teleporting.Ġ6: Visually this is the most unique so far, with an impressive amount of detail packed into such a small space.
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One possible bug here: after everything else was done, I was still 4 kills short. Having both the SSG and a backpack in one secret area seems like a lot especially in continuous, but these levels seem like they expect you to find pretty much all the secrets. Everything from the visuals to the puzzle elements fit nicely. I suspect you'll be able to keep it interesting though.Ġ5: My favourite of the first 6, this was a great execution of a time-travel level. I'm a ways from getting bored yet, but I think if there isn't at least a few levels with some long vertical movement by Map 30 things might feel a bit stale. However noticing these things makes me wonder how much you're going to stick to the theme through the remaining maps, and how much variation you'll be able to squeeze out of it.
#GREEN HELL MULTIPLAYER ISSUES WINDOWS#
I was worried it would get too mazelike in places but I was always able to find my way around just by wandering and hitting switchesĠ4: Monsters coming in through the windows in swarms are well done.
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Good action alternating between stealthy crawling and chainsawing demons. Lots of nice ambushes, the windows make it hard to find a safe spot.Ġ3: Starts to get a little hard here. Surrounding buildings were a great idea, they create a sense of space which can be reused through many levels that looks infinitely better than just some plain walls or long-stretching water.Ġ2: "Realistic" furniture doesn't usually do anything for me, but it fits in with the not-so-serious vibe. I did have to cycle through a few soundfonts to get one that sounded like all the instrument levels were balanced - what soundfont / MIDI synth do you use for these?Ġ1: Nice intro level, pistol fights are nice sometimes as long as they don't drag on too long, which this one doesn't. The music is quite nice and sounds distinctively yours, and as much like the soundtracks for your animations as I would expect General MIDI to be able to get. The lightning-flash intro screen was quite clever, and I like the hard but not too spammy (yet?) fights. In general, I like the feel you have here, it's got a refreshing sense humour not usually found in a lot of maps, but still has actual gameplay, and a number of nice very setpieces. Seeing how short the maps are, I should have been OK, though I was certainly glad to have my ammo carry over always. No demos after The Eye and you describing these as "fairly hard" and "chaotic evil" I thought I might need to be able to save at will.
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