Zolgia108 Posted July 17, 2020 (edited) Such beautiful corpses, i did this all by myself back then... New episode 1 WIP Edited July 17, 2020 by Zolgia108 3 Quote Share this post Link to post
Zolgia108 Posted July 18, 2020 @Clippy COPY PASTE FROM YOUPORN (ehm youtube) cause ive got no creativity yea finally! a breather lets you breath! There were some stupid mistakes here and there that i will fix for sure, That switch is repetable cause the bars behind are lowered by three lines and it may happen that you hit it and then you raise them up again :( those revenants by the end are pointless, i need to delete them from this world. Now brace your self for map 12! But you've got a pretty nice equipment i must say, i guess you will manage it quite well... MAYBE 1 Quote Share this post Link to post
Dranyan Posted July 19, 2020 What compatibility does this wad use ? Really wanna play it, but my toaster can't hold GZDoom 0 Quote Share this post Link to post
Nootsy-Nootsy Posted July 19, 2020 (edited) So I recorded a video but it was an hour long ramble with god-awful audio balance, so I'm not posting it. I like the wad, it's very pretty with all the GZDoom effects. Ultra-Violence is definitely not fun for me (though that's why difficulties exist). And also I'm not good at making challenging maps myself so I don't have anything specific to say. It's just I felt there is some bad ammo and health balance in some of the maps, going into a difficult fight after a previous difficult fight with no restock in between isn't cool. I am also trash at the game, but it felt impossible to even tease out what I was meant to do to beat these fights. But a lot of them felt like many enemies were just placed haphazardly around the level to create fire from all directions. Instead of formulating a plan I just sort of ran around saving and hoping RNG was on my side. Also "This fight isn't very interesting, I'll just add another fucking Archvile as a crutch" gets extremely predictable. I know Sunlust has a lot of them, but they serve a specific purpose to each fight and the level is designed around them. Plus the difficulty curve is nonexistent. Maps 4 and 12 are similar in "just place a bunch of enemies in a big area lul" but map 4 is so much harder it's not even funny. TL;DR I like the the use of textures and GZDoom features. I don't feel qualified to judge the level design, but If I did, "schizophrenic" is indeed the word I would use. So I suppose that works on an artistic level. Edited July 19, 2020 by Nutsy-Nutsy 1 Quote Share this post Link to post
Zolgia108 Posted July 19, 2020 13 hours ago, Dranyan said: What compatibility does this wad use ? Really wanna play it, but my toaster can't hold GZDoom im sorry m8 but it needs gzdoom... i don't know how can i fix that, yet, i don't think i can though... 11 hours ago, Nutsy-Nutsy said: So I recorded a video but it was an hour long ramble with god-awful audio balance, so I'm not posting it. I like the wad, it's very pretty with all the GZDoom effects. Ultra-Violence is definitely not fun for me (though that's why difficulties exist). And also I'm not good at making challenging maps myself so I don't have anything specific to say. It's just I felt there is some bad ammo and health balance in some of the maps, going into a difficult fight after a previous difficult fight with no restock in between isn't cool. I am also trash at the game, but it felt impossible to even tease out what I was meant to do to beat these fights. But a lot of them felt like many enemies were just placed haphazardly around the level to create fire from all directions. Instead of formulating a plan I just sort of ran around saving and hoping RNG was on my side. Also "This fight isn't very interesting, I'll just add another fucking Archvile as a crutch" gets extremely predictable. I know Sunlust has a lot of them, but they serve a specific purpose to each fight and the level is designed around them. Plus the difficulty curve is nonexistent. Maps 4 and 12 are similar in "just place a bunch of enemies in a big area lul" but map 4 is so much harder it's not even funny. TL;DR I like the the use of textures and GZDoom features. I don't feel qualified to judge the level design, but If I did, "schizophrenic" is indeed the word I would use. So I suppose that works on an artistic level. I'm sorry that you think monsters were placed randomly, i m actually trying to concentrate on that side of the game, so it hurts :( i accept every critique and i am here to fix what possible, even if i don't think athat archviles were placed that randomly, sometimes i use them as a "you thought you could come here but no" sometimes they are used as an actual threath. I took great care of all the setpieces fights in the levels and they were tested by a lot of people, noone told me it felt random before, excecpt maybe for the 2 open levels that you mentioned. As for the difficulty curve: i am working on that, right now i am building 5 new maps which will constitute a new episode 1, but as i (think) said in the main post i am trying to do a different curve for each episode, that was my purpose. Then probably some people hate open maps and so they find map 4 to be harder than map 6 for example, i can accept that. A lot of the fights in the sunlust later maps are very rng and yes they require a strategy but that strategy doesn't always work, it's not easy to recreate a difficult fight without it having some randomness in it. I will think about your opinion and do what i can :) thanks 1 Quote Share this post Link to post
Zolgia108 Posted July 19, 2020 (edited) In the meantime episode 0 goes on, map 2 wip. It seems that Djinn took my soul again... Edited July 20, 2020 by Zolgia108 0 Quote Share this post Link to post
Clippy Posted July 20, 2020 I finished map 12 I got to say typically I find huge maps with epic monster count such as these daunting But actually had fun taking down all these monsters I loved it 1 Quote Share this post Link to post
Nootsy-Nootsy Posted July 20, 2020 (edited) I think I came off quite rude and scathing in my original comment. Really most of the fights are good with well placed monsters that you can use to formulate a plan around. It's just the few fights where I felt that wasn't the case like map 2, map 4, and the beginning of map 20 pissed me off. That's where the "save and hope you don't get sniped" came in. So 'a lot of fights' wasn't nice. As for the archviles I did make note of the "sometimes i use them as a "you thought you could come here but no" while playing. It is a bit more organic than just locking you in the room with a big lowering pillar. They're not a crutch and I'm sorry, they do add to the fight. It just gets kind of predictable when every other room has them. The only criticism I think you should really take into account is working on health and ammo balance. Map 15 where you include 5 beserk packs so that you can go into each area with 100 health does a lot for those fights. Map 15 is great btw. Also even if it is just running around for an hour taking potshots at things map 12 is also fantastic. While I liked map 9 I had to let like 20 monsters go at the end since I didn't have enough ammo. The beginning of that map was also annoying till I figured it out. That's a good fight. Again though, very difficult for it's placement in the wad. Apologies for being rude. Have a good (whatever time of day it is when you read this)! :) Edit: Also I really do envy your texturing and mood setting work. It makes me upset honestly. Edited July 20, 2020 by Nutsy-Nutsy 1 Quote Share this post Link to post
Zolgia108 Posted July 20, 2020 (edited) On 7/20/2020 at 6:47 AM, Nutsy-Nutsy said: I think I came off quite rude and scathing in my original comment. Really most of the fights are good with well placed monsters that you can use to formulate a plan around. It's just the few fights where I felt that wasn't the case like map 2, map 4, and the beginning of map 20 pissed me off. That's where the "save and hope you don't get sniped" came in. So 'a lot of fights' wasn't nice. As for the archviles I did make note of the "sometimes i use them as a "you thought you could come here but no" while playing. It is a bit more organic than just locking you in the room with a big lowering pillar. They're not a crutch and I'm sorry, they do add to the fight. It just gets kind of predictable when every other room has them. The only criticism I think you should really take into account is working on health and ammo balance. Map 15 where you include 5 beserk packs so that you can go into each area with 100 health does a lot for those fights. Map 15 is great btw. Also even if it is just running around for an hour taking potshots at things map 12 is also fantastic. While I liked map 9 I had to let like 20 monsters go at the end since I didn't have enough ammo. The beginning of that map was also annoying till I figured it out. That's a good fight. Again though, very difficult for it's placement in the wad. Apologies for being rude. Have a good (whatever time of day it is when you read this)! :) Edit: Also I really do envy your texturing and mood setting work. It makes me upset honestly. i'm feeling relieved now... ok then now i know what to do to fix: 1) map 4 will be renewed with monster placement, since until now only one single person, hak, enjoyed it^^ 2) i will add some health and ammo more or less in every map, mostly in map 09 since both you and clippy didn't have enough ammo to kill all the monsters i don't know about map 2 and 20 cause there are just just a couple of chaingunners in the first and 1 in the second, once you prioritize those it's just a matter of avoiding the rest (not an easy task of course, but in map 20 for example the cyberdemon is your friend, keep him alive throughout the whole level and everything will be easier), but i iwill think about to do there as well. Difficulty curve is an issue that is probably too late to fix, it would change too many things and the maps have an order that i can't change, it wouldn't be the same, i guess i will just try to get away with it by saying that "we should break that rule of learning the game in the first levels" :P we are all seasoned doomers more or less, we don't really need to start easy, in fact the new map 1 will have an archvile as your first monster, just to make things clear! Also thanks for the compliments, i really appreciate that, as i appreciate the fact that you played the whole thing. Edited July 22, 2020 by Zolgia108 1 Quote Share this post Link to post
Zolgia108 Posted July 20, 2020 (edited) @Clippy so now that you've finally won against the trivial horde you should ask yourself: "what the fuck were they protecting?" well good luck with that! Since you are playing continuosly those cells with help you a lot, next level is supposed to give you only rockets ^^ but good luck anyways! I'm glad that everything went on smoothly in the end:P EDIT: forgot to mention THAT I AM WAITING FOR YOU NEW MAP DUDE! Edited July 20, 2020 by Zolgia108 1 Quote Share this post Link to post
Zolgia108 Posted July 21, 2020 even if it seems that i am not working on this i made quite a few updates that will soon be available. 2 maps were completed for the soon to become episode 1: 1) Where Dead Demons Lied 2) You'll Never see the Sun again!!! fixed many things around the wad, health and ammo balance and other stuff that was reported during playtesting, but the file has yet to be uploaded, i won't do it until episode zero is completed. I want to thank all the people who played this until now, you were all really helpful guys! 0 Quote Share this post Link to post
Dranyan Posted July 21, 2020 Okay dude, i played first three maps of your wad and took some notes. First of all, honestly-- your maps are awesome. The scary and dark atmosphere really suits my taste. Well, with a little bit more effort, i'm sure your wad will get attention it deserves. Anyway, there are several things i need to address : > I think you should add more ammo at the beginning of the map 01. I can't kill Macubus and Hell Knight in that particular room because i ran out of ammo, i tried to restart the map several times and still can't kill them because of the same reason. > Map 02 has a secret which requires me to crouch in order to access it (The secret which is located behind the player at the start of the level). Meanwhile, you say crouch is supposed to be disabled. > In Map 02, Archvile that appears if you trigger a secret (secret that gives you a plasma gun) is almost impossible to be avoided (i meant his attack), because of no cover. > In Map 03, there is a texture which is pitch black. I don't know whether it's supposed to be like that or not. (take a look at my photo. Sorry, i couldn't screenshot directly from the game for some reasons) > I personally don't like how several enemies are located to ambush you from behind (like chaingunners in third room of map 03). I think it's just unfair That's all. Your wad is pretty difficult, which is not a big surprise considering you're inspired by Sunlust. Anyway, good job buddy. Imma play more once i have another free time. 1 Quote Share this post Link to post
Zolgia108 Posted July 21, 2020 (edited) 3 hours ago, Dranyan said: Okay dude, i played first three maps of your wad and took some notes. First of all, honestly-- your maps are awesome. The scary and dark atmosphere really suits my taste. Well, with a little bit more effort, i'm sure your wad will get attention it deserves. Anyway, there are several things i need to address : > I think you should add more ammo at the beginning of the map 01. I can't kill Macubus and Hell Knight in that particular room because i ran out of ammo, i tried to restart the map several times and still can't kill them because of the same reason. > Map 02 has a secret which requires me to crouch in order to access it (The secret which is located behind the player at the start of the level). Meanwhile, you say crouch is supposed to be disabled. > In Map 02, Archvile that appears if you trigger a secret (secret that gives you a plasma gun) is almost impossible to be avoided (i meant his attack), because of no cover. > In Map 03, there is a texture which is pitch black. I don't know whether it's supposed to be like that or not. (take a look at my photo. Sorry, i couldn't screenshot directly from the game for some reasons) > I personally don't like how several enemies are located to ambush you from behind (like chaingunners in third room of map 03). I think it's just unfair That's all. Your wad is pretty difficult, which is not a big surprise considering you're inspired by Sunlust. Anyway, good job buddy. Imma play more once i have another free time. Thank you for playing the first maps m8! Good luck with map 04, right now it's a pain in the ass, in the next update it will be less unfair (it's full of hitscanners around a big "city" area. To answer your questions: 1) i've added some ammo for the next update, but in that particular spot the best, and probably only option, is to press the switch and make the hell knight and mancubus infight, then finish them off, or just go on and then when you take the key you can return there with the new found ammo and kill what's still there. 2) if you mean this secret (it's the one with the soulsphere which had a ssg before, depends on when you downloaded the wad), then there is no need to crouch (crouching is disabled btw), you press on the wall and the platform lowers, then you can walk on it and it's done. 2) 3) the plasma gun in a secret is in map 3 so i suppose you mean that one, well you can return into the corridor just before it for example, i think that's the only option there, unless you already killed the baron, in that case you can just run into the teleporter, but then to do a 100% kills you will need to backtrack a bit, i will think of a way to help, but the room is already very small so i don't really know where to place a column or something. 4) yes that texture is completely black and i use it a lot, the step that you are showing in the screen is probably the only place in which i always felt it was weird, i am gonna change it :) 5) i must admit that these maps seem pretty unfair at times and that's because i m still unexperienced and that's why i need opinions, map 04 for example was totally changed because of that, i am sorry that your version is still the unfair one, i hope you won't quit because of that^^. I am trying to remove all the things that are basically killing almost certainly at first try, there will be worse traps than those two chaingunner i can assure you! Please consider that once i will be done with the new first episode all maps will shift by 5 positions, so the map 1 you played will be map 6 and 2 will be 7 etc. Thanks a lot for having played, for the kind words and for the feedback, i really appreciate that! Edited July 21, 2020 by Zolgia108 1 Quote Share this post Link to post
Clippy Posted July 23, 2020 Currently processing if you clicked too soon try later 1 Quote Share this post Link to post
Zolgia108 Posted July 24, 2020 (edited) Map 03 of the new first episode (Limbus Puerorum) is done, 2 more to go and then i will add them to the megawad! Also thanks to @magicsofa i will be able to use his weapons recolor, and since they were for doom 1 i made one for the ssg as well, to match his. They really fit in well i must say! But that's just my opinion Edited July 26, 2020 by Zolgia108 0 Quote Share this post Link to post
Zolgia108 Posted July 26, 2020 (edited) @Clippy Thanks m8! Now get ready for the worst! I made a long comment on youtube expressing my love for you, but in reality i like plants so don't misunderstand that love for a real one, i am asexual. in the meantime: Thy Black light WIP for slot number 4 Edited July 30, 2020 by Zolgia108 1 Quote Share this post Link to post
Zolgia108 Posted July 30, 2020 (edited) "Thy Black Light" was completed (yet to be tested), so now i can start the boss map "The Defilers" and then i will post the entire episode 0 and switch all the slots, finally. Almost there. Edited July 30, 2020 by Zolgia108 2 Quote Share this post Link to post
Zolgia108 Posted July 31, 2020 MAJOR UPDATE: New Episode 1 was added, five new maps, 4 and 5 are yet to be tested but i played them with no secrets as usual and they should work well. i also changed other things: 1) ammo balance in most of the maps following your advices 2) new episode titles to better fit the narrative 3) weapon reskin 4) my life, my wife and also my children 5) last but not least: NO MORE ARCHVILES ... just joking. Please let me know, file is in the main page! 4 Quote Share this post Link to post
HAK3180 Posted July 31, 2020 Well, I've got 1-3 (21-23) uploading now. I hope those didn't change much. 1 Quote Share this post Link to post
Zolgia108 Posted August 1, 2020 1 hour ago, HAK3180 said: Well, I've got 1-3 (21-23) uploading now. I hope those didn't change much. how did it go? nothing changed there, i was waiting for your gameplay to see what to do to be honest :) 0 Quote Share this post Link to post
HAK3180 Posted August 1, 2020 No errors or anything that I found. I didn't much care for 21's weird start and tight ammo, but 22 and 23 are solid. 1 Quote Share this post Link to post
odysseyofnoises Posted August 1, 2020 Overall, the wad is very well designed and generally quite fun to play. There were some maps where I couldn't figure out exactly where to go because the triggers were not obvious. However, I like the designs, especially with regard to the use of color. The custom monsters and decorations were nice additions too. I'm not sure if anyone else has reported any of these issues elsewhere in this thread, but here are some issues I found whilst playtesting in multiplayer using GZDoom 3.7.2: (1) Co-op starts should be added to all the maps so that players don't telefrag each other at the start. Some maps, but not all, seem to have them. (2) On MAP04, there are some small walls that appear to have missing textures. (3) On MAP05, the white orb that opens after the mini-boss fight seems to be a one-time teleporter, which is a problem in co-op; it should be a multi-use teleporter. Then the second one didn't seem to work at all. I'm assuming that second one was supposed be the exit. (4) On MAP06, the fog at the start of the level causes extreme lag that doesn't happen in other areas. This same problem is also true on other maps that have the white fog. (5) On MAP10, there are some lost souls stuck in some decorations. (6) On MAP12, we couldn't really figure out what the hell to do to solve the map. So yeah. Probably needs some hints of some kinds. (7) On MAP13, one of the co-op starts is between some decorations, preventing the player from moving. (8) On MAP22, there's a place where you can get stuck. (9) On MAP23, the map appears to not be exitable, as the blue portal doesn't work (assuming that's the exit). Screenshots are attached where relevant. Screenshots.zip 0 Quote Share this post Link to post
Zolgia108 Posted August 1, 2020 (edited) 2 hours ago, odysseyofnoises said: Overall, the wad is very well designed and generally quite fun to play. There were some maps where I couldn't figure out exactly where to go because the triggers were not obvious. However, I like the designs, especially with regard to the use of color. The custom monsters and decorations were nice additions too. I'm not sure if anyone else has reported any of these issues elsewhere in this thread, but here are some issues I found whilst playtesting in multiplayer using GZDoom 3.7.2: (1) Co-op starts should be added to all the maps so that players don't telefrag each other at the start. Some maps, but not all, seem to have them. (2) On MAP04, there are some small walls that appear to have missing textures. (3) On MAP05, the white orb that opens after the mini-boss fight seems to be a one-time teleporter, which is a problem in co-op; it should be a multi-use teleporter. Then the second one didn't seem to work at all. I'm assuming that second one was supposed be the exit. (4) On MAP06, the fog at the start of the level causes extreme lag that doesn't happen in other areas. This same problem is also true on other maps that have the white fog. (5) On MAP10, there are some lost souls stuck in some decorations. (6) On MAP12, we couldn't really figure out what the hell to do to solve the map. So yeah. Probably needs some hints of some kinds. (7) On MAP13, one of the co-op starts is between some decorations, preventing the player from moving. (8) On MAP22, there's a place where you can get stuck. (9) On MAP23, the map appears to not be exitable, as the blue portal doesn't work (assuming that's the exit). Screenshots are attached where relevant. Screenshots.zip hello! I want to thank you a lot for playing! I aml sorry for the coop issues but this wad wasn't yet implemented for coop (i will do it once it's completed) and possibly many things would break because of it. now i'll try to answer what i can: 1) i don't know where coop starts are, but i didn't add them anywhere so that's really weird, there are voodoo dolls, so other "player one" starts in the same map, i wonder if that messes up wth coop. 2) map 04 was still to be tested, i will fix the missing texture rigt away, thanks for noticing :) 3) yes it is an exit, a death exit to be precise, and it seems that the same problem happened in map 23 with the same type of exit, so that's weird cause they both worked, i will check it out but i think it may have something to do with the forced coop (death exits are made with another player1 and barrels which gets telefragged together with an icon of sin) 4) I am aware of that possibility, but until now you are the frst one who experienced the lag, i will probably make another downloadable link with no fog for those who have older computers, or maybe it was too much for the coop i don't really know to be honest, but i will make another link. 5) the lost souls are meant to be stuck, they serve as a "decoration" :P 6) there is a clear hint, just by opening the automap (sometimes it's useful!) 7) I will check this out, maybe i mistakenly placed a coop start, thanks for noticing 8) that is the first soft lock! wow finally. i will fix it right away, did you get there with an archvile jump or was it simply by walking? thanks for noticing! 9) see point 3, it's the same thing, yes that is the ext again, thanks a lot for playing and thanks for the feedback, it was really needed m8! Also GG for the name! Odissey of Noises is great ! EDIT: 1) there are no coop starts anywhere in the wad, so i can't really understand what happened 2) the two missing textures were in a secret, since this map was tested just by myself without using secrets (i usually test them like that to see if you can manage all the fights and do 100 kills without them) i didn't notice them, now they were fixed 7) see point 1 8) fixed the soft lock, that was dumb of me and i am sorry :) Edited August 1, 2020 by Zolgia108 0 Quote Share this post Link to post
El Inferno Posted August 2, 2020 Hey! I played new ep. 1 and it's really good! Maps are challenging but fair and I died a lot) I only have a couple of comments on maps: In map 2: -in the open hall with mancubi, pinkies, AV and revs the space between pillars and the wall felt a bit too tight. - why death exit in this map? You get berserk almost immediately in map 3 In map 3: - how am I supposed to kill the cyber? There does not seem to be enough ammo, can I crush/telefrag him? - how to fight the crako at the exit? It's much easier to just run past him and exit - in HK+manc room it's a bit awkward to dodge the AV at the gates and it's not consistent to hide behind the gate bars from him. May be I can hide behind the armchair, not checked it, but there is also a bunch of HKs roaming around... In map 4: - So many crakos... But I don't mind. I'm wondering if you are going to make the Eviternity map 29 thing at some point... - Had a lot of trouble with the fight in the "cathedral" sort of. You can get cornered here very easily if you don't start killing HKs straight away. - I used invul to kill 4 AVs in the last room, not sure how to do it without it In map 5: - you can straferun over the blood pool which allows you to circumstrafe the fight. Very good stuff. Keep it up! Video is processing: Spoiler 0 Quote Share this post Link to post
Zolgia108 Posted August 2, 2020 (edited) On 8/2/2020 at 9:39 PM, el_inf said: Hey! I played new ep. 1 and it's really good! Maps are challenging but fair and I died a lot) I only have a couple of comments on maps: In map 2: -in the open hall with mancubi, pinkies, AV and revs the space between pillars and the wall felt a bit too tight. - why death exit in this map? You get berserk almost immediately in map 3 In map 3: - how am I supposed to kill the cyber? There does not seem to be enough ammo, can I crush/telefrag him? - how to fight the crako at the exit? It's much easier to just run past him and exit - in HK+manc room it's a bit awkward to dodge the AV at the gates and it's not consistent to hide behind the gate bars from him. May be I can hide behind the armchair, not checked it, but there is also a bunch of HKs roaming around... In map 4: - So many crakos... But I don't mind. I'm wondering if you are going to make the Eviternity map 29 thing at some point... - Had a lot of trouble with the fight in the "cathedral" sort of. You can get cornered here very easily if you don't start killing HKs straight away. - I used invul to kill 4 AVs in the last room, not sure how to do it without it In map 5: - you can straferun over the blood pool which allows you to circumstrafe the fight. Very good stuff. Keep it up! Video is processing: Hide contents HEYYYYY finally! I was hoping for this playthrough honestly, i really enjoyed watching the movie :P i ll try to answer, considering that these maps were still to be tested properly: map 2: 1)you gave me an idea in adding a bonus fight in the plasma area, so that's what i am going to do! thanks 2) damage exit was to give the idea of the imprisonment and torture, basically you think the exit is that portal (if you look at the map it's even marked as an exit) but then you find yourself in a cave and you will never see the sun again. I didn't want to be too harsh in map 3 so i placed to early berserks but they were too easy to obtain, you are the first one who tried the map without pistol starting it so i still needed to see how it could go, i will fix something for sure. 3) the space in the mancubi arena will be fixed right away, thanks for noticing map 3: 1) There is no way to telefrag or crush it, the only way is to grab the plasma or make it infight with all the cacos, when i tested it i managed to kill it with no problems and my brother as well, there is an alley on the right which opens after you take the red key with some more ammo in it (you skipped the place, it opens up to give you an escape route from the archvile, so this answers the other question as well i guess. 2) The cracko is an issue, my brother killed it just because he wants to kill everything, in a run he opened the bars with the cyberdemon that was still alive, he got shot by a rocket and then was killed by the cracko while he was falling down, so when he fell he exited the level, dead. I may put some bars there, or i can just remove the cracko :) map 4: a weird one, there are two optional areas which make things easier in each of the areas, the one that you didn't find makes you telefrag each pain elemental and also gives you a plasma. 1) my brother asked me the same thing, and it's probably gonna happen, probably sooner than you think MUAUAHAAHAH 2) that fight was inspired by many of sunlust latest maps, in which you need to start right away and make the swarm move in the direction you want, i think that after some tries you found the right strategy and it went perfectly fine, but god you died so many times (my brother is testing the map in this moment, i mean he is probably hating me a lot), so yes i ll try to justify myself by just saying that 4 and 5 were yet to be tested (except by me of course, with no secrets). 3) that fight is not that bad if you cleared up the main hall, you can just stay on the wall and take each trio (2 revenant 1 arch) one by one, there are enough rockets to do that, it probably the easiest of the 3 setpieces if you take it slowly. Map 5: i was sure that you could strafe like that! I couldnt that well cause i don't use mouse and it's harder, but i think that the important thing is that you needed to find a strategy and won thanks to that, i guess everything worked fine there :) thanks for the advices m8! Sadly your voice in the video is very low so i can't hear well, but more or less i understood what you said. As usual, let me know when you'll make another map, i ll gladly test it for you! Edited August 6, 2020 by Zolgia108 0 Quote Share this post Link to post
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