xdarkmasterx Posted April 15, 2018 (edited) DOWNLOAD https://www.doomworld.com/idgames/levels/doom2/d-f/fungo On the border between hell and earth lies a small world covered in a strange green organism. UAC wishes to study its peculiar qualities obtained by proximity to hell, but the demons got there first and constructed an outpost to harvest it for themselves. You are the only survivor of a platoon sent to claim the base for humanity. Get down there and show those alien freaks who is the BOSS! Edited November 5, 2018 by xdarkmasterx 12 Quote Share this post Link to post
xdarkmasterx Posted April 15, 2018 link updated with new version, in this version are corrected some errors (texture unalignment, passable bars) 0 Quote Share this post Link to post
xdarkmasterx Posted April 15, 2018 update: major issue was discovered which made impossible to pass the level on boom derived ports, if you encounter a door that will not open, please re download wad, new version added 0 Quote Share this post Link to post
xdarkmasterx Posted April 15, 2018 update 2: sky texture tiles vertically now 0 Quote Share this post Link to post
riderr3 Posted April 15, 2018 These vanilla screenshots have some charm. 2 Quote Share this post Link to post
xdarkmasterx Posted April 15, 2018 UPDATE 3 fixed moving platform stuck in the sky, more texture align 0 Quote Share this post Link to post
xdarkmasterx Posted April 16, 2018 20 hours ago, riderr3 said: These vanilla screenshots have some charm. thank you for a replies any to go through the help and test all encounteres went to much trouble any way greetings 0 Quote Share this post Link to post
Bushpig2dope Posted April 17, 2018 Screenshots look cool, I'll update my post once I have a playthrough 0 Quote Share this post Link to post
Pegleg Posted April 17, 2018 From the video that you posted, the level looks good. It seems to flow decently well. These are my only comments: It looks like ammo is a bit sparse, at least for my tastes. The player isn't forced to go Tyson for stretches, and you don't have to kill every enemy to proceed, but you definitely have to manage your ammo, the further you get into the map. You have one section with an archvile, a revenant, a former human, and an imp, with each of a turret. You essentially have dispatch them before you can drop down and hit the switch. However, tThe way you structured this fight, these four enemies seem essentially toothless, because they can be dispatched quickly and from a distance, so that you have to engage them only minimally. The last fight can be managed using circle-strafing, with occasional changes in the direction that you circle. 0 Quote Share this post Link to post
xdarkmasterx Posted April 18, 2018 (edited) hi anypony thanks replys all but simple or On 4/17/2018 at 5:50 PM, Pegleg said: These are my only comments: It looks like ammo is a bit sparse, at least for my tastes. The player isn't forced to go Tyson for stretches, and you don't have to kill every enemy to proceed, but you definitely have to manage your ammo, the further you get into the map. You have one section with an archvile, a revenant, a former human, and an imp, with each of a turret. You essentially have dispatch them before you can drop down and hit the switch. However, tThe way you structured this fight, these four enemies seem essentially toothless, because they can be dispatched quickly and from a distance, so that you have to engage them only minimally. The last fight can be managed using circle-strafing, with occasional changes in the direction that you circle. 1 the reason is for make the player continue to play in the open (+ higher challenge) instead of camping around a corner, ammo reduction was acquired, because if in high quantity of ammo, the player will not be encouraged to move forward into area until all enemies are dead, but without many ammo they will expend all bullets unless they move in and remain in zone, any way, lower difficulty have more ammo 2 reason for they is to attack player who fights the imps below platform, it is not objective to challenge the player on his own 3 last fight is an easy on purpose because it is not gameplay focused, in original plan the level will end after acquire the final key, but due to dissatisfaction of climax in a small cave without enemies more fitting ending was created at last any way hello for DOOM everypony ;) Edited April 18, 2018 by xdarkmasterx 1 Quote Share this post Link to post
xdarkmasterx Posted May 1, 2018 update https://imgur.com/a/6Y4ArL0 0 Quote Share this post Link to post
xdarkmasterx Posted June 9, 2018 moved the screenshot to imgur let me know if u cant see them 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.