This isn't the first time I've seen your demos but I must say, you're one skilled player! O_O
Demo 1:
Wow, that was nerve-racking to watch, and you got so close to the ending, too, and on a blind run to boot! You were on the brink of death there quite a number of times, and in the end being down to just one hp at that one point!
You have a super aggressive playstyle, rushing headlong into the hotzone! Like jumping down to the vores in the gk room, running to the middle of the amphitheater with the shambler, and the most ridiculous of all, juggling yourself along three shamblers to get a yellow armor! O_O
Your strategy of minimizing ammo usage by resorting to the axe from time to time was also interesting to observe. Seeing you pick up a quad damage prematurely was heartbreaking to watch. D': I was also worried seeing you pick up shells, while being almost stocked up already, but it seemed like you had the ammo situation pretty well taken care of.
An interesting point was seeing you being able to get up the elevator at the shambler room, while they were still alive; something that I had intended to make as difficult as possible, so congrats on "breaking" the map at that point. ;D I was kind of wondering, if you had forgotten about the elevator in the long corridor close to the vore. That elevator would have taken you to the second floor a lot more safely than trying to use the elevator in the shambler room.
As with the Subterrestrial Hangar, I wanted to keep the map somewhat challenging even on the quad path, which is why other weapons are hidden and nail boxes have been drastically decreased. A nailgun would be possible to find in a secret early on, though. You did find the first button to unlock the secret.
Demo 2:
Nice work there! For some reason I hadn't actually thought about the player going through the shambler room while following the ring path, so using that route certainly made the map even shorter that way. :D
Demo 3:
Hmm, you were also caught off-guard by the fiend ambush at the ogre tower climb room, were you not? Do you think I should add an invisible clip wall to prevent the fiend from immediately lunging at you after being aggroed? That would give the player a little more time to react to the fiend.
Demo 4:
Really fun to watch! I liked how you just danced and toyed with your enemies in the gold key room. I can see why you liked that room the most.
About the shambler room being instadeath: That's kinda the way it's designed to be. :D It's indended to be either carefully cleared on the quad path by taking potshots from behind the door or then by the crusher button up the elevator. And uuuuuh, after seeing your ring of shadows run, apparently by sneaking past the shamblers altogether! :D
I can see you were prepared for the fiend ambush before the GK room this time. But I'd rather have it be possible for the player to react to it on his/her blind run, so maybe I should add a temporary invisible barrier to add some time to react...
About the tedious death knights: I think this demo demonstrates quite nicely why I went with death knights, because they can still keep harassing the player with their flame attack from down below if the player decides to ignore them altogether. That way the player has two directions to be aware of: both up and down. But yeah, maybe I could drive that point across with fewer death knights too. Maybe have them appear only the first and maybe the second time...
As a bit of trivia, in earlier versions of the GK room, the player could get stuck in the ramp corners really easily. There was discussion on the issue not that long ago, actually, in the
Quakespasm thread. To make the ramps smooth to traverse in that engine, I had the slopes fall one quake unit short of reaching the plateaus and having the player instead climb a step of 1 unit. I did add some illusionary brushes to give the illusion of a perfectly smooth climb, though. </the more you know>
Demo 5:
A nice run. It was cool to see the chaos as you mostly just ran past your opposition before reaching the gold key door. It was also interesting to see how you were so bent on trying to get through the shambler room, going so far as to first rush to the lever, then stock up on health and then take the elevator again, but it seems the ogres were less willing to let you keep the health you had gone to accumulate.
Thanks for the insightful and entertaining demos! :) I think I just might decrease the amount of death knights in the ogre tower climb room and allow the player a bit more time to react to the fiend.