Thanks for sharing your thoughts! And I hope you understand I didn't mean to sound like I was pointing fingers at your maps. I was referring to my older projects, which had small, uninspired maps (I mean they were okay but nowhere near the scale of these) and a lot of fragglescript, which is what we used in the Doom Legacy days. So instead of trying to create story through messages on the screen, I'm letting the gameplay create the story.And I'm very glad you like it so far! I look forward to your thoughts on the rest of it as well as other people's thoughts I'm glad to have the respect of a big contributor to the game.
Some parts felt very much like Jedi Outcast (particularly the Kejim Base level at the beginning of the game) and Portal, which is awesome because these are two of my favorite games.
I found all of the secrets except the one with the Supercharge Breakfast behind the fence; I no-clipped into it because I had already been playing for about an hour by the time I gave up searching, but that didn't help me at all. Any tips?
And if you have specific examples go ahead and share them. I feel like I did a good job on E1M2 limiting the ultratex use, so if you do get around to booting it up again I hope you'll see that.
"this is the clean looking IFC facility that most people see" on the outside then "this is the real, grittier IFC that no one sees," kinda reminiscent of the UAC in the new Doom.
The exterior/interior stuff I can think of ways to clean up, but seeing it from your point of view with a way higher contrast/brightness than what I use the colors (especially the browns) stick out way more than I intended them to.
So I'll play around with different looks and try to limit the idea of "random ugly building in the middle of a clean city."
Funnily enough, your idea of an industrial district is actually what I have planned for episode 2. Basically an excuse for me to use more ultratex!