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[Community Project] 666CRETS - A CP about secrets (PRIVATE ALPHA 0.2 )


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1 hour ago, Rabbid said:

🔸 Map Name: Something Isn't Right

🔸 Author: RABBID

🔸 Music: I Need You - Me

🔸 Ports Tested: GZDoom, Zandronum, PRBoom+

🔸 Difficulty Settings: Yes

🔹 Description: you're in a building, but just something isn't right, it slowly gets easier and easier the more you progress (its totally not because I was just stumped on puzzles and braindead (it totally is))

🔹 Notes: ultra-violence might be a little too hard but idk I nerfed it extremely before I completed it, also my PC Crashed twice running it on GZdoom so... yeah take that how you will.
https://www.mediafire.com/file/bg83ajedfsov59b/Something_isn%27t_right_V1.zip/file
I hope this is good enough, especially since I just decided to add multiple things to it at the end (atleast in the file itself)


Ok, @Rabbid.
I've tested the map.
I like the layout in general and the Doomcute is always a lot of fun.
With that said I have several notes:

Visual and Technical notes:
 

Spoiler
  1. There are a couple of texture misalignments
  2. Most of the doors raise into the void. That looks really weird
  3. The door that leads inside Secret 3 has its rails not unpegged
  4. On monster skills, several secrets can be revealed by the monsters.
     

 

Combat notes:
 

Spoiler
  1. Medium skill is mostly empty(especially the final arena). It's virtually imposible to die. Maybe spice it up a little
  2. On Hard skill, I like the massacre at the start, but it's mostly the same for the rest of the level, there's no variety. Plus you can totally pass the final fight running to the exit. 

 

Secret notes:

 

Spoiler
  1. First secret is fairly simple but I think it works fine as a start, so I would keep that one
  2. For the second one I find the complementary switches a bit redundant. I would get rid of them and make the trigger texture a little more subtle.
  3. Third is not a secret, It's just a platforming section, maybe you can hid the exit behind a fake wall or something like that.
  4. Fourth is too on the nose. It's hard to miss it. I would give it a twist.
  5. The fifth secret is simple but funny. My favorite one.
  6. It's just not a secret, is the sector of the exit, 

 

I see there's effort put into this map but there are plenty of adjustments to make. I'll give you the extension for the deadline, Hope this helps

thanks for your work. 

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5 hours ago, RED77 said:

 

  Hide contents
  1. The door that leads inside Secret 3 has its rails not unpegged

 

(I  F O R G O T  T O  U N P E G  I T  D :)
yeah a lot of these I can blame on the fact that I was experiencing a bunch of brainrot and trying to figure out what to build next, so yeah I see all these

 

 

5 hours ago, RED77 said:

On Hard skill, I like the massacre at the start, but it's mostly the same for the rest of the level, there's no variety. Plus you can totally pass the final fight running to the exit. 

I will be honest though, this was both because I didn't want to make the map like extremely hard or anything, because I remember in the original you just could NOT beat the final arena no matter what you did, I think that nerf just completely made it impossible to lose in lol

 

5 hours ago, RED77 said:

On monster skills, several secrets can be revealed by the monsters.

I think this is probably gonna be the hardest thing of all to fix, mostly because 90% of the secrets involve opening a door, but I could just go back to what I did in the past, use D1 doors that open forever
 

 

5 hours ago, RED77 said:
  • For the second one I find the complementary switches a bit redundant. I would get rid of them and make the trigger texture a little more subtle.
  • Third is not a secret, It's just a platforming section, maybe you can hid the exit behind a fake wall or something like that.
  • Fourth is too on the nose. It's hard to miss it. I would give it a twist.
  • The fifth secret is simple but funny. My favorite one.
  • It's just not a secret, is the sector of the exit, 

I see most of them, the last one I wanted to make more of like a good job but I will admit there is more I could do with it.
I might change secret 5 a slight bit, but it probably will be just making it mirrored
Fourth yeah is very on the nose and I think I was trying to make it seem like you were supposed to find which door but yeah it was definitely a little on the nose and plus I have room now so I should probably change it
Third I admit could use some work
yeah I could've but I think I just wanted to get the map done so I didn't... so I'll probably fix up some of it and also try to add some variety on UV, but at the same time I wanted the map to be mostly possible with just the top weapons of doomguy's arsenal, plus a plasma rifle so maybe I could change that up
 

 

5 hours ago, RED77 said:

Medium skill is mostly empty(especially the final arena). It's virtually imposible to die. Maybe spice it up a little

This one again was mostly just me saying "I don't want to make medium extremely hard I want to make it kind of average" and usually doom maps don't have loaded corridors, but I could change that

 

5 hours ago, RED77 said:

Most of the doors raise into the void. That looks really weird

like into the sky? yeah I could like fix that but I'd need to figure out some texture to swap out the sky for.
the first one yeah that one I can admit is probably my fault as I am not a person who likes aligning textures as its so boring.

I will go into the editor and fix these up and release a version 2 which should fix up some of the issues or make another secret better

But I Guess now that means uh... this is just a warning, I'm not gonna play too fair on UV now

Edited by Rabbid

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I CAN'T OPEN THE MAP DBX SAYS I'M USING IT... WHAT THE HECK

Whatever just gonna import it all to a new file

Edited by Rabbid

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https://mega.nz/file/bhdgQRJB#ccXl0439qIaDBh_4p1srCO1Pe0kKt-Hv9AJivMD4xTI


🔸 Map Name: Beneath Concrete Skies (Placeholder title. Am seeing media using a very similar name when searching, will likely change it)
🔸 Author: knifeworld
🔸 Music: "Cavernous Fear" by knifeworld
🔸 Ports Tested: dsda-doom 0.26.0, with -complevel 9
🔸 Difficulty Settings: YES!!! (no weapons, ammo, or monsters on easy) + no damaging floors anywhere + monster count changes between medium and hard.
🔹 Description: A rocky cave system of winding paths with fairly easy puzzles (once you know what to look for or interact with) that unlock the way forward.

🔹 Notes: The last secret room is still rather WIP, it just needs its actual puzzle and some detailing. Otherwise, the secret sector and a trigger to lower a blocking wall are there already for completeness! See below for reasons.

Everything is functionally complete, but the last 3 areas of the map were basically all made over the last 2 or 3 days, because of course, just when some time freed up in the last few months or so, to work on the final rooms, someone just had to drag me into a drama that partially involved a discord I co-run, for 2 weeks, and then of course I get ill for a few weeks after that, as well.
TL;DR: Every single time I thought I'd be able to work on the map, some bs had to happen to delay me.

But thankfully, I've managed to get to more than 95% completeness, and ensured that the map is beatable with all 6 secrets without cheating!
So I hope that I'll be allowed to work on polishing off the last room, between now and the 16th of July?!?


Please let me know if you find any broken stuff, softlocks, or missing textures!

EDIT: the final secret is a sector you have to walk through to get onto the solid white exit platform, so basically the ending is currently a free secret, let me know if I should add another puzzle or challenge on that final island instead.


Screenshots to show I actually made new rooms, (below and to the left and right of the middle room with a pool that has 4 enemies)
WEoQXcE.png

QZBGSCX.jpg
FPjTNDj.jpg
jIBzDkV.jpg
1jSa0ZC.jpg

Edited by knifeworld
mentioned last secret and removed a screenshot that might spoil one of the secrets

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🔸 Map Name: Cringe Mansionem Benedictus

🔸 Author: Jakub Majewski

🔸 Music: E2m9 of Cringe.wad by Mark Klem

🔸 Ports Tested: Prboom+ UM -Complevel 9

🔸 Difficulty Settings: none so far.

🔹 Description: A cozy mansion that's filled with mysteries. No monsters so far, except for the one in the kennel(he can't hurt you though). Very rough version, though playable. Except better texturing in the future!

🔹 Notes: Against all odds, I have delivered before the deadline. Not finished, obviously, but it's playable. I am tired, and have exams, but I guess I perservered...

 

I have to admit... for the past half a year I've been in a creative slump. I couldn't pull myself to do anything, especially when it comes to creative works. So, I should apologise for not getting around it sooner. Nonetheless, I hope you'll like it anyway though.

MAPJM.7z

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unfortunately despite my best efforts my map won't be completable by the deadline. Bit of a shame but due to work, personal , and other projects tasking priority. I'll likely do some playtesting but just couldn't make it happen.

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🔸 Map Name: Fluid Refactoring

🔸 Author: Worm

🔸 Music: Aquifier by AD_79

🔸 Ports Tested: DSDA-Doom -complevel 9, GZDoom 3.4.0

🔸 Difficulty Settings: Partially, Normal and Hard are the same

🔹 Description: A factory attached to some water ruins.

🔹 Notes: I tried to do puzzles more than traditional secrets, but I didn't know what to do for the sixth one so I just slapped a switch hunt and called it a day, I hope it's okay. Secrets were built before combat, so the last one ended up being a bit standard/boring imo. Fully playable, but Normal and Hard are the same. I want to implement for UV something different than just putting more monsters. As I used the brown PLBRICK most of the time the map is quite brown, I will switch up the sky to alleviate this.

 

https://drive.google.com/file/d/1TD9B3oOomH0BMLzyIZBJ3RopPejM0xjW/view?usp=sharing

 

Edited by Worm318

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JUN 25-2023 SOFT DEADLINE
 

Mappers that have the pass to the extended deadline:
@Angry Saint, @Azafran, @MortisCausaDonatio and @Rabbid


 

Mappers that made it to the deadline but I did not check the map yet:
@knifeworld @Jakub Majewski @Worm318

(I'll test the maps this week and come back to you, thanks for your work)

Remember that JULY 16-2023 is the HARD DEADLINE

Thank you so much for your hard work.

We are almost there.
 

Edited by RED77

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19 hours ago, knifeworld said:

https://mega.nz/file/bhdgQRJB#ccXl0439qIaDBh_4p1srCO1Pe0kKt-Hv9AJivMD4xTI


🔸 Map Name: Beneath Concrete Skies (Placeholder title. Am seeing media using a very similar name when searching, will likely change it)
🔸 Author: knifeworld
🔸 Music: "Cavernous Fear" by knifeworld
🔸 Ports Tested: dsda-doom 0.26.0, with -complevel 9
🔸 Difficulty Settings: YES!!! (no weapons, ammo, or monsters on easy) + no damaging floors anywhere + monster count changes between medium and hard.
🔹 Description: A rocky cave system of winding paths with fairly easy puzzles (once you know what to look for or interact with) that unlock the way forward.

🔹 Notes: The last secret room is still rather WIP, it just needs its actual puzzle and some detailing. Otherwise, the secret sector and a trigger to lower a blocking wall are there already for completeness! See below for reasons.

Everything is functionally complete, but the last 3 areas of the map were basically all made over the last 2 or 3 days, because of course, just when some time freed up in the last few months or so, to work on the final rooms, someone just had to drag me into a drama that partially involved a discord I co-run, for 2 weeks, and then of course I get ill for a few weeks after that, as well.
TL;DR: Every single time I thought I'd be able to work on the map, some bs had to happen to delay me.

But thankfully, I've managed to get to more than 95% completeness, and ensured that the map is beatable with all 6 secrets without cheating!
So I hope that I'll be allowed to work on polishing off the last room, between now and the 16th of July?!?


Please let me know if you find any broken stuff, softlocks, or missing textures!

EDIT: the final secret is a sector you have to walk through to get onto the solid white exit platform, so basically the ending is currently a free secret, let me know if I should add another puzzle or challenge on that final island instead.


Screenshots to show I actually made new rooms, (below and to the left and right of the middle room with a pool that has 4 enemies)


ok @knifeworld.
Map tested.

this is a very interesting map. Not many cavern-like submissions to this CM so I'm really happy with this one.

I have only a few minor notes.
 

Spoiler

1)there's this minor visual glitch here:
dev.png.97251eb560535a5bd11887a906b7a323.png

 

2) I would add a way to access the platform with the chaingunners at the start, cause that is the only shootable pilar that can't be reached to punch if you run out of ammo.

3)I'll spice up the Hard mode a little bit and cut some resources on the final fight for the medium mode


Other than that, this map is really good.
Good job!

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17 hours ago, Jakub Majewski said:

🔸 Map Name: Cringe Mansionem Benedictus

🔸 Author: Jakub Majewski

🔸 Music: E2m9 of Cringe.wad by Mark Klem

🔸 Ports Tested: Prboom+ UM -Complevel 9

🔸 Difficulty Settings: none so far.

🔹 Description: A cozy mansion that's filled with mysteries. No monsters so far, except for the one in the kennel(he can't hurt you though). Very rough version, though playable. Except better texturing in the future!

🔹 Notes: Against all odds, I have delivered before the deadline. Not finished, obviously, but it's playable. I am tired, and have exams, but I guess I perservered...

 

I have to admit... for the past half a year I've been in a creative slump. I couldn't pull myself to do anything, especially when it comes to creative works. So, I should apologise for not getting around it sooner. Nonetheless, I hope you'll like it anyway though.

MAPJM.7z


Hey @Jakub Majewski

Interesting level. I think there's still a lot of polishing to do, but it works as a first version.
Some notes:

 

Spoiler

-There are several texture misalignments and bleedings, be sure to check them for the final version
-The Secret sector on the pond with the blue skull key does not trigger, I think it's for something about the size of the sector
-On all the occasions you use invisible teleports, the textures do not match, which looks not good
-I would step up the game in the light department, right now it looks really flat.

Here are some screenshots for reference:
 

Spoiler

dev.png.8d48012134e93a13b518f04c906b8c03.png

 

Hope that helps.
thanks for your work

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16 hours ago, DFF said:

unfortunately despite my best efforts my map won't be completable by the deadline. Bit of a shame but due to work, personal , and other projects tasking priority. I'll likely do some playtesting but just couldn't make it happen.


No worry @DFF. Maybe for a future project. Thank you so much

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2 hours ago, purple_ruberoid said:

@RED77, I fixed my credit picture, so now it resembles purple even more :)

 

T_CRED24.png.acb94dae9dad14bb97e989355dc6ccd3.png


Updated, Thanks for the update

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I should also ask for like any suggestions like areas I can add enemies to hard mode or maybe just some help with the texture misalignments as the secrets I'll take into my own hands.

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On 6/25/2023 at 3:19 AM, Worm318 said:

🔸 Map Name: Fluid Refactoring

🔸 Author: Worm

🔸 Music: Aquifier by AD_79

🔸 Ports Tested: DSDA-Doom -complevel 9, GZDoom 3.4.0

🔸 Difficulty Settings: Partially, Normal and Hard are the same

🔹 Description: A factory attached to some water ruins.

🔹 Notes: I tried to do puzzles more than traditional secrets, but I didn't know what to do for the sixth one so I just slapped a switch hunt and called it a day, I hope it's okay. Secrets were built before combat, so the last one ended up being a bit standard/boring imo. Fully playable, but Normal and Hard are the same. I want to implement for UV something different than just putting more monsters. As I used the brown PLBRICK most of the time the map is quite brown, I will switch up the sky to alleviate this.

 

https://drive.google.com/file/d/1TD9B3oOomH0BMLzyIZBJ3RopPejM0xjW/view?usp=sharing

 


Hey @Worm318.
This map is just great. Super fun and well-made.

Question: Middle and Hard skills are exactly the same, could it be? 

Notes:
 

Spoiler

A) these two are not impassible, so you can cross them and get softblock
B) there's this bleeding texture near the start

C) the blueskullkey pillar have this teture misalingments.
dev.png.7c243fadebfafc593959b3c6db40e2e1.png



Amazing work.

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1 hour ago, RED77 said:

Question: Middle and Hard skills are exactly the same, could it be? 

 

Yes, normal and hard are the same. As I said in my previous post I want to do something different than just putting more monsters. Right now I was thinking to turn the water into lava/acid to make the map a bit more challenging, but it will take some time and i'm not sure if it's feasible.

 

Thanks for playing and the notes, I will surely fix those details.

Edited by Worm318

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  • 2 weeks later...

Something I just realized is
I hate when something I've spent a extremely long time on...gets completely denied saying "it needs more work, you need to go back into the editor" some things are fine, this isn't applying to this at all, But I'm talking about like, the time before when I got denied in Hardfest...it was just completely unfair because the map WAS HARD, and that was the only mentioned rule, it has to be hard, I submitted my map, which I built a long time before hand...and when I came back I got just things saying it wasn't geometrical, things like needing mouselook I woulda fixed, but things like the enemies feel like they were placed randomly... I'm sorry? are you serious right now??? because I made sure they felt like they were MEANT to be there, so for you to DENY me, and say that it just tells me you don't care about the main theme of your wad at all, and what do you know? hardfest apparently turned out terrible...so really, for me to upload it that late and legit give me a expansion so I can fix whats wrong shows that you are way nicer, the worst part of that was just the fact that you ignored the fact its hard, its a map I made for a mod named "HARDFEST"...and your main rule was it needs to be hard...so what did I do? I made it hard...and this guy, ignored the effort I put into it, ignored everything about it to say "this is wrong, this is wrong and this map isn't good, I deny it"...I put effort into a map that you just scrapped...if you gave me like a extension and told me what was wrong, I'd be fine with it...I had time to fix what was wrong and you told me suggestions to fix it...but no he just said the major issues (which I'm pretty sure 90% were fabricated) I coulda fixed but said "No" and the worst part was that most of the map was built off this, and it was the last day to turn in the project... so you coulda atleast gave me a extension? it was almost like 12 AM at night and I couldn't fix it in like less than 3 hours...

idk I just needed to say that when your map is completely scrapped you aren't really happy, and something I'm realizing is that if I don't pick up the pace... I'm not gonna finish this map.

So I decided I'm going to change the map a little...not start from scratch but make it more like a hub... and you open a door to open the last 2 secrets.

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1 hour ago, Rabbid said:

Something I just realized is
I hate when something I've spent a extremely long time on...gets completely denied saying "it needs more work, you need to go back into the editor" some things are fine, this isn't applying to this at all, But I'm talking about like, the time before when I got denied in Hardfest...it was just completely unfair because the map WAS HARD, and that was the only mentioned rule, it has to be hard, I submitted my map, which I built a long time before hand...and when I came back I got just things saying it wasn't geometrical, things like needing mouselook I woulda fixed, but things like the enemies feel like they were placed randomly... I'm sorry? are you serious right now??? because I made sure they felt like they were MEANT to be there, so for you to DENY me, and say that it just tells me you don't care about the main theme of your wad at all, and what do you know? hardfest apparently turned out terrible...so really, for me to upload it that late and legit give me a expansion so I can fix whats wrong shows that you are way nicer, the worst part of that was just the fact that you ignored the fact its hard, its a map I made for a mod named "HARDFEST"...and your main rule was it needs to be hard...so what did I do? I made it hard...and this guy, ignored the effort I put into it, ignored everything about it to say "this is wrong, this is wrong and this map isn't good, I deny it"...I put effort into a map that you just scrapped...if you gave me like a extension and told me what was wrong, I'd be fine with it...I had time to fix what was wrong and you told me suggestions to fix it...but no he just said the major issues (which I'm pretty sure 90% were fabricated) I coulda fixed but said "No" and the worst part was that most of the map was built off this, and it was the last day to turn in the project... so you coulda atleast gave me a extension? it was almost like 12 AM at night and I couldn't fix it in like less than 3 hours...

idk I just needed to say that when your map is completely scrapped you aren't really happy, and something I'm realizing is that if I don't pick up the pace... I'm not gonna finish this map.

So I decided I'm going to change the map a little...not start from scratch but make it more like a hub... and you open a door to open the last 2 secrets.


People make an effort to be polite and not say things in a way that may hurt others. And that's a very good thing. 
However, you have to realize that when they say something like that to you, it's because your map isn't wrong simply in a superficial way or that it can be fixed with tweaks. It's that it doesn't meet the criteria of a good map in fundamental ways.

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Being this my first experience hosting a CP, I've tried to find a balance between my personal vision for the project and what every mapper proposes.
That being said, I had to make decisions that, I know for a fact, don't please everyone.
I think most of us are here for the hobby and community, but when it comes to projects like this is important to make a compromise.
Same Way I try to put myself in your shoes. You need to understand that your map will be judged and held to a standard.

I understand that can be frustrating. I make my living in a creative field (illustration and comics), and it's important to see the other side. 
Of course, the limit is hating and being destructive for the sake of it. But as long as it's polite, you are taking part in a collective effort, and It's not a guarantee that you can make the cut. 

At least that's how I see it. 

 

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ok well you don't have to put it so bluntly man, I get it. I just don't like when my ADHD gets in the way causing me to have no time to fix anything...jeez if I was anything I would totally let my anger express what I want to say now...all I know is that I can't guarantee my map isn't finish, plus if its gonna be bad in the end...why would I even want to finish it?...nevermind I'll think about that when I actually play the map...I personally might think my map is garbage, idk its up to you but I'm pretty sure if I can say "my map is garbage" its not a good map...idk if I can look at a map and say its good, its atleast good to me and thats the main thing I really care about.

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1 hour ago, Rabbid said:

ok well you don't have to put it so bluntly man, I get it. I just don't like when my ADHD gets in the way causing me to have no time to fix anything...jeez if I was anything I would totally let my anger express what I want to say now...all I know is that I can't guarantee my map isn't finish, plus if its gonna be bad in the end...why would I even want to finish it?...nevermind I'll think about that when I actually play the map...I personally might think my map is garbage, idk its up to you but I'm pretty sure if I can say "my map is garbage" its not a good map...idk if I can look at a map and say its good, its atleast good to me and thats the main thing I really care about. 

 

Rabbid, honestly I think they've been very polite addressing any concerns about your map. I know it can feel bad, I work in a creative field, same as @RED77 and sometimes it's frustrating when a client doesn't like your work, or it needs changes to be better and what should be in the first place.

 

But that's the way it is. I recommend you to simply accept the critiques and work on your map (or not, if you don't want to keep working on it). Just don't give excuses, either do it or don't. If you need help, ask for it, but excuses are not going to do you any favor. I say this with my best intentions as I wish you well.

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I'm not making excuses, if I can't work on it due to time how do I work on it? nevermind...I got a map to do but I swear...in the end the map's outcome is all in my hands and plus I wasn't gonna simply cater to someone's will on a map that I've been working on for years, hell my friend called me Lazy for adding a harder difficulty area...I legit changed every texture how was it lazy besides the same thing???

Edited by Rabbid

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4 hours ago, Rabbid said:

I'm not making excuses, if I can't work on it due to time how do I work on it? nevermind...I got a map to do but I swear...in the end the map's outcome is all in my hands and plus I wasn't gonna simply cater to someone's will on a map that I've been working on for years, hell my friend called me Lazy for adding a harder difficulty area...I legit changed every texture how was it lazy besides the same thing???

Idk what happen but if you're worried that your map gonna be rejected it or not meet the deadline, you can simply release it as individual map, is not the end of the world

Edited by Herr Dethnout

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3 hours ago, Rabbid said:

 

Oops :p

Edited by Herr Dethnout
Double post lol

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6 hours ago, Herr Dethnout said:

Idk what happen but if you're worried that your map gonna be rejected it or not meet the deadline, you can simply release it as individual map, is not the end of the world

you know...  I like how you think... I might do that... as for now though I really need to work on my map for this, after I'll fix it up...how do you suggest I post it?

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I will guarantee one thing about my map, this new version will be a lot better... as I have ideas.

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2 minutes ago, Rabbid said:

you know...  I like how you think... I might do that... as for now though I really need to work on my map for this, after I'll fix it up...how do you suggest I post it?


Hey @Rabbid. I think you must do whatever you think it's best for your creative vision for the map.
Plus, I've stated previously for other mappers, You are free to publish the map outside the project even If it's part of the project.
 

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Just now, RED77 said:


Hey @Rabbid. I think you must do whatever you think it's best for your creative vision for the map.
Plus, I've stated previously for other mappers, You are free to publish the map outside the project even If it's part of the project.
 

yeah, honestly that second part "You are free to publish the map outside of the project even If it's part of the project." shouldn't even need to be said...it should be a straight given, if you say "you can't post these outside of it, even if denied"... thats evil...legit, because at that point...whats the point of the map if its denied..."I can't use this for anything now..." is legit all you can really do and then just delete it...really though that shouldn't need to be said and if someone said "you can't use it out of the mapset if its not included" they are straight evil...I'm pretty sure we can agree that, because its not even being used so if its being blocked because you tried submitting it to a mapset that is just straight evil.

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I will also add even if I don't get it done in time, I will post it finished here to show what could have been.

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anyway I might as well say a few things I'm thinking about
Secret 1: Staying the same
Secret 2: becoming a slightly different puzzle, using a 7x7 like Chess Board and using the numbers you figure out which way to look and which square to go on
Secret 3: its staying parkour but now its more of a secret as well yeah its not as obvious
Secret 4: I don't actually have an idea for this one yet, but I'll try to make it similar to the others.
Secret 5: staying the same just because why not...we need one that is essentially a joke after all
Secret 6: becoming more of a puzzle but the horde staying at the end.
as for difficulty, I'm just gonna go ham...thats all I can say since medium was too easy and the end was easily skippable
pretty much...

I ' M  G O N N A  M A K E  Y O U  S C A R E D  O F  M E.

only joking of course.

as for the other issues...I'll figure them out when I figure them out.

Edited by Rabbid

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