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Custom Maps / Re: [Campaign] [WiP] No name yet!
« on: January 15, 2014, 08:14:39 AM »
Okay, wow! That was a great improvement over the first run through. Overall the map looks so much better. There are still a few nitpicky things, such as your use of ledges around the entire map made the secret room rather obvious. Also, the silver key/door was rather lack-luster. I feel like it should have been worth more to me.
The shop-keeper dialog was quite fun, and I thought the signs reading the names of the floors was pretty awesome, however you might want to run a quick script to hide the text once you step away, so that you can't stack multiple texts on top of each other, and so it doesn't just float there as you walk away.
The level design felt MUCH better for the Hero's Demise, however, on the cells of the forgotten it still just felt way too big. I went through it for a few minutes, but then just kind of skirted around, looking at my mini-map so I could see and find the key, just to get out of there. When it comes down to it, I think there are just too many cells for the content you're getting. You could possibly try dividing it into cell-blocks, where you have to clear each one before you start the next, to give it some progression.
And now I'll go to my regularly scheduled complaining about the darkness.
Sorry, it's just not doing anything for me It worked a bit better this time, because since the level was directing me more, the darkness was less frustrating, and more of a gameplay modifier. However, I just didn't like not being able to see anything. I feel like a good example of what I'm getting at is Amnesia the Dark Descent. Amnesia is a game about darkness. The game loves it, and revels in it. However, when you're out of matches, unable to light any candles, and your lantern is out of fuel as well, it doesn't leave you blind. In game, your eyes adjust, and you get a greyscale, (still very dark) view of the world. Everything is still perfectly legible, and you won't be running into walls, but it's dark. It feels dark. The game punishes you for the darkness.
The point is, they took darkness, and instead of making in an everpresent difficulty, they just made it a flavor of the game, while still allowing you to function at 100%.
I was never frustrated with their darkness, because it didn't actual hamper me from playing. It just made me scared.
In your map, I don't think you're trying to scare anyone with the darkness. However, it can still be an important piece of the gameplay, without it being an annoyance. I played, and I was annoyed by the fact that I was essentially just playing the game at a horrible resolution. I got the point that it was dark, but I consistantly wished that it wasn't, only so I could stop straining my eyes at the screen. I didn't like that it was making it harder to play (Not as in more challenging, as in less desirable to continue). And on top of that, the torches are still just a formality. I go, I light the torch, I walk away, and it no longer matters that it's lit, because I'm not looking over there. I'm squinting at the middle of my screen to land these fireballs on swarms of bats.
Also, just something I thought of while playing, there should be a little "Nothing happens" notification when you press the buttons that do nothing. This isn't to make it easier, or to take away from the suspense of playing the game or anything like that. It's simply because when you play Hammerwatch (Which is what this is, even if it's a different campaign. I've opened steam to play hammerwatch, and mentally, that's that.), or hell, for that matter, any game, and you press a button, you expect SOMETHING to happen. It's just a given. Play a game, press a button, something happens. It could be a great art nouveau idea to fill a game with buttons that do nothing, but here, it just seems like something is wrong. Wrong on a "Game is broken" level, not a "game is disorienting". Going back to amnesia, I tried to open 100's of doors that told me "It won't open" or something to the effect, because I thought they might lead to the next room, and it never bothered me, because the game politely explained that they wouldn't open.
All in all, a huge improvement, and I'm looking forward to seeing more. (And hopefully next time I'll be able to see more )
The shop-keeper dialog was quite fun, and I thought the signs reading the names of the floors was pretty awesome, however you might want to run a quick script to hide the text once you step away, so that you can't stack multiple texts on top of each other, and so it doesn't just float there as you walk away.
The level design felt MUCH better for the Hero's Demise, however, on the cells of the forgotten it still just felt way too big. I went through it for a few minutes, but then just kind of skirted around, looking at my mini-map so I could see and find the key, just to get out of there. When it comes down to it, I think there are just too many cells for the content you're getting. You could possibly try dividing it into cell-blocks, where you have to clear each one before you start the next, to give it some progression.
And now I'll go to my regularly scheduled complaining about the darkness.
Sorry, it's just not doing anything for me It worked a bit better this time, because since the level was directing me more, the darkness was less frustrating, and more of a gameplay modifier. However, I just didn't like not being able to see anything. I feel like a good example of what I'm getting at is Amnesia the Dark Descent. Amnesia is a game about darkness. The game loves it, and revels in it. However, when you're out of matches, unable to light any candles, and your lantern is out of fuel as well, it doesn't leave you blind. In game, your eyes adjust, and you get a greyscale, (still very dark) view of the world. Everything is still perfectly legible, and you won't be running into walls, but it's dark. It feels dark. The game punishes you for the darkness.
The point is, they took darkness, and instead of making in an everpresent difficulty, they just made it a flavor of the game, while still allowing you to function at 100%.
I was never frustrated with their darkness, because it didn't actual hamper me from playing. It just made me scared.
In your map, I don't think you're trying to scare anyone with the darkness. However, it can still be an important piece of the gameplay, without it being an annoyance. I played, and I was annoyed by the fact that I was essentially just playing the game at a horrible resolution. I got the point that it was dark, but I consistantly wished that it wasn't, only so I could stop straining my eyes at the screen. I didn't like that it was making it harder to play (Not as in more challenging, as in less desirable to continue). And on top of that, the torches are still just a formality. I go, I light the torch, I walk away, and it no longer matters that it's lit, because I'm not looking over there. I'm squinting at the middle of my screen to land these fireballs on swarms of bats.
Also, just something I thought of while playing, there should be a little "Nothing happens" notification when you press the buttons that do nothing. This isn't to make it easier, or to take away from the suspense of playing the game or anything like that. It's simply because when you play Hammerwatch (Which is what this is, even if it's a different campaign. I've opened steam to play hammerwatch, and mentally, that's that.), or hell, for that matter, any game, and you press a button, you expect SOMETHING to happen. It's just a given. Play a game, press a button, something happens. It could be a great art nouveau idea to fill a game with buttons that do nothing, but here, it just seems like something is wrong. Wrong on a "Game is broken" level, not a "game is disorienting". Going back to amnesia, I tried to open 100's of doors that told me "It won't open" or something to the effect, because I thought they might lead to the next room, and it never bothered me, because the game politely explained that they wouldn't open.
All in all, a huge improvement, and I'm looking forward to seeing more. (And hopefully next time I'll be able to see more )