I think I liked the combat in Trinca's map the most, followed then by Spirit's. Both had some spaces that allowed almost the full 768 square to be used for fighting which was a wonderful break from a week of only playing my map.
End of Trinca's map seemed a bit cliche, but I have a room of Shamblers, so I can't complain :)
I liked the visuals of all the maps, so maybe I have no taste in such matters? I think we each made some strange choices, but I don't think any map was especially hindered by its visual choices. Room for improvement, but no abominations.
: I have recorded first play demos. If you want them, you can grab them from
: I didn't crash into the dog, if that's what you're asking. My experience was trigger_push -> bark!
-> trigger_push .
Comments on comments
"n" is used by Tyrlite for inverse square falloff. :(
I tried converting these to "wait"s and using aguirRe's lighting tool partway through the project to fix this. To my surprise, the lighting ended up quite different so I reverted.
Wait -1: I thought about making the abyss train's button be pushed instead of shot, but that still might not have fixed the problem. I took the "no teleports" rule very strictly, though, so I apologize if the abyss elevator leaves you behind. I thought it was a risk I could take in this kind of map, but I don't expect to chance it in the future.
: It's too small of a detail, probably, but I was employing a vocabulary with my runes. There is one that is used as a light, one that is used as a directional marker, one that is used on trains/lifts, and one for the secret. The rune textures I selected as "light" and "secret" did look too similar in the end.
Thanks for the kind words. I'm happy my map could entertain you for a few minutes.
Try the map on easy with aguirRe's glquake if you want more entertainment. :)