gorogorosama wrote:Alright, I've played through it. In general it was really well done. It could pretty much blend seamlessly with the runic levels, so that's a definite plus. I also thoroughly enjoyed all the additional water in the fortress.
gorogorosama wrote:My major concern was the floor1 exit chunk, specifically the vault / overseer thing. First, the vault was annoyingly far back from the lever that triggered it. I knew what that lever did, but didn't see why it had to be so far away from the vault door. And then I randomly ran into the Overseer? I didn't mind randomly running into something while backtracking, that's good. But the OVerseer seemed a little out of place. He also was poorly balanced. I was a level 31 Vanquisher and he offered me no challenge. He just had an annoying amount of health.
gorogorosama wrote:There were a few minor issues. Some tiles were set to non-collidable when there wasn't a logical reason (ie it seemed like i should be able to walk on them) One of these was above a door that spawned the mini-overseer dudes. I just think you should put more debris there or something. Also there was one mini-overseer (forget what they're called) that was stuck in a wall. I guess he didn't want to come out of his spawning place. Finally, even though I have a fondness for the rat foremen, it seemed odd to have the enemy-theme change on the second floor. If you want to add them to the first floor that would be fine, but I'd keep it consistent across the dungeon (of course that's just me. others may like the variety).
gorogorosama wrote:Overall though it played very well! I certainly am fond of your release format
gorogorosama wrote: What may make it better is if you could see the lever from the Vault door but just couldn't reach it. I remember one place in your level where some Skeletons jumped down from a higher ledge to the east, and then later after I walked around and headed west I got to that same ledge. I thought that part was great, and you could do something similar if you put the lever there, so you could see the lever from the door and vice versa, but still had to walk around if you wanted to. Just a thought. I also think the idea of spice-ing it up for the player on his back-track is great, and look forward to the fixed version.
gorogorosama wrote:Also I think the mini-overseer who got stuck was in the first batch of those that I encountered. Hopefully that makes your search easier.
Geosmores wrote:Thanks for all the comments, and your "Aegis Maps" were the inspiration for these. I was working on a Sunken Temple set, but I stop those for now since I saw you working on a set (I really dislike working with that set).
gorogorosama wrote:Haha, well I am flattered, but definitely don't stop working on anything on my behalf. I look forward to seeing your Palace set!
<TRANSLATE>DISPLAYNAME:Map Scroll Runied Fortress of Rukom
<TRANSLATE>DISPLAYNAME:Map Scroll Ruined Fortress of Rukom
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