Château Inferno

Reviews 3.63 star(s) 8 reviews

Well, i tried this again (Ver 1.3) and it has improvet greatly.

The brushwork is still very nice, but, especially in the first map, with the strongly reduced monster count, it is no longer just slash-and-hack; suddenly a well proportioned map emerges, with nice architecture, interesting secret searches and quite balanced and reasonably survivable fights.
The last map is still a bit overwhelming - especially one area has sortof no-survivabillity - but as it is built as a series of arena fights, i don't really know if anything can be done to convert it.

Well, my compliments. At least i can play most of it now without resorting to God Mode...
Again, thanks for your hard work, and thanks for sharing!
I apologize to the author; i haven't finished this map pack.
The brushwork is very nice, mood setting good, and the home-knittet music is a very nice match!
The lighting could need a little more work in places, but the entire framework for this game is neatly i place.
What ruined everything for me was the gameplay; there isn't one. It's only hundreds of monsters thrown in you face and spawning everywhere. I gave up, and just looked around with the -nomonsters switch.
Well, there is people that enjoy these maps; i'm not one. But a high rating for all the rest.
Thanks for all Your work, and thanks for sharing.
PatIV
PatIV
Yeah, you are right, it was my first map pack and the difficulty was way over the top for all difficulties.

I heavily rebalanced the whole episode on easy and medium difficulties.
I deleted over 200 enemies on easy and nearly 400 enemies on medium difficulty.
It should be way more smooth and enjoyable now.

Thanks for trying it out and leaving a review, I appreciate it.
If a bit more restraint was shown on some of the fights, this would be a 5 out of 5. The architecture and detailing is beautiful, especially on the map shown on the first few screenshots. Gorgeous.

But...especially when you play on Easy, the line of enjoyability has been crossed quite a bit. I remember one piece when you had to swim endlessly down from an outside area to enter a pipe, go through that endless pipe (?) to the point of already drowning and in the new area the entrance was basically as big as your character and then upon entering the little first room, you throw multiple hitscanners and ogres from different angles at the player in a tight space. Not the only time when it got kinda ridiculous.
Skill
Easy
PatIV
PatIV
Haha, yeah this room is ridiculous.

I find it hard to balance the overall difficulty of the episode, I've put way too many monsters at the same time that "saturate" the player instantly.
This was my first episode/maps, so I "over" played it, and after a certain time, I found it too easy and added even more monsters.
After making a dozen of maps, I have learned to balance the difficulty a bit better.

In the V1.3 I changed a lot of the enemies encounters on easy & medium, it is way smoother than it was before.

Thanks for taking the time to try this episode and write review, I appreciate it.
It really hurts to play it on nightmare, a lot of pure bullshit, but i like it still. Maps have character in them, and art part is pretty well designed (except first map :P)
Skill
Nightmare
PatIV
PatIV
Thanks for the feedback buddy, I appreciated the help.
- Awe inspiring grand architecture
- Atmospheric and beautiful lighting
- Good slaughtery fun
- Congrats on the neat soundtrack!


Some critique:
- Slight overuse of "spawn behind" combat tactic
- The pent & lava secret to the secret area of Part Un could have been done better - the lava pit is awkward to navigate in addition to it being very hard to see anything at all, and you get only one attempt (the pent doesn't respawn)
- Navigation in Part Deux could be slightly better sign posted or standing out a bit more ("A door opened")
- LG in part Deux if you miss it at the beginning should be handed out mid-level, not at the very end, in order to cut down on shambler deletion tedium
- The vore room fight in Part trois is either insufferable or just a bit stressful depending on whether you find the quad
Skill
Nightmare
PatIV
PatIV
Thank you for the comment and the critique.
I am glad to hear that you liked the architecture and the overall experience.

I have made some changes in the newer update, the navigation should be easier.
I will keep in mind your other feedback for my next map.
Great sense of scale and overwhelming evil ambience. Not a fan of hordes though. Many times I asked myself wtf that's not "easy" ? Enough ammo but most of the gameplay is running like an headless chicken to avoid attacks or trig them between monsters and I find it kinda tiresome... Only my 2c obviously.

Anyway. Thanks for a great visual work !
Skill
Easy
PatIV
PatIV
Thanks for the feedback!
I agree with you, I should have restrained myself a bit more for the number of enemies.
I will keep that in mind for my next map.
I generally don't enjoy slaughter maps but there is a lot to appreciate here. Had a Tronyn vibe to it, and some fights were actually quite clever and not just a 0-60 experience so to say. I think Part Un is my favourite, it starts out arguably the most cruel, but the progression is easily the most fleshed out with some genuinely fun secrets. Plenty of gem encounters in the rest of the episode. I also love the Serious Sam style "edge of map" bit lol. Part Deux and Trois have a great "evil" look.
Skill
Nightmare
PatIV
PatIV
Thank you.
I am glad to hear that you enjoy it!
Yeah, this is what dreams are made of. 5/5 Stars.
Skill
Nightmare
PatIV
PatIV
Thanks! I appreciate it.
For some others, it is probably more like a fever dream, lol.