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The 10x10 Project -cl9 [/idgames]


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Any tips on how to get the skull keys on map 07? I got the red keycard and got to the exit no problem, but I really can't figure out how to get the skull keys to enter the other fights. Some tips or hints to nudge me into the right direction would be very much appreciated!

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@AdNauseam 

 

Go outside of the large fortress and look closely towards the starting area. Something should stand out against the dark.

Edited by lunchlunch

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On 4/23/2022 at 9:43 PM, lunchlunch said:

@AdNauseam 

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Stand outside the fortress and look back towards the starting area. Look closely and something should stand out. This gets you the red skull key which is needed to access secret fights where you'll get the other keys.

 

 

Thanks, that should suffice. I already know where to use the red skull key after finding it (already found the secret with the red skull key door/switch), so I will try it out this evening!

 

EDIT: @lunchlunch

Yeah, that little hint was all I need, that really lead from one thing to the next and made it possible for me to find the rest of the fights/areas. I was surprised how 'easy' the last fight was, but I think I had a little luck and I made one or two tactical jumps into the hurtfloor below to escape the chaos for a second for the price of a little damage.

 

I loved the WAD as a whole, your inspirations really shine through and one can see how much thought you put into the fights and architecture. Wonderful!

Edited by AdNauseam

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  • 4 weeks later...

Somebody recommended this set to me and I was warping around and saw Map07's name so I decided to try it. I like the whole homage of Event Horizon there. Sadly the only thing lacking here is the "Zzul automap treatment" because he did take quite a bit of time to clean that up in his maps heh :P

 

Overall it's a pretty fun map to play, and I'll definitely play the rest of the mapset. Thanks for making it.

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The later maps are way too slaughtery for my tastes, but here are some minor problems I noticed along the way:

 

MAP04: misaligned texture on linedefs 3111 and 3217.

 

MAP05: some imps take very long to teleport into the final arena.

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They aren't misaligned, everyone thinks so and it's kind of annoying, but I can assure you there's not a single linedef in the WAD that's not aligned precisely how I wanted. I've adjusted the imp teleporting closet, hopefully it's no longer an issue.

Edited by lunchlunch

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hey man just wanna say i really liked the part where you spawned a cyberdemon and 200 imps and then 8 revenants and then a pain elemental and then an archvile and gave me a plasma gun  to use

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  • 4 weeks later...

launchlaunch!

Time to finally play this one proper. Even with glowing brightmaps in the new Woof. I'll stick to Hey Not Too Rough on the first runs so that I can actually finish as many maps as I can.

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  • 1 year later...

I realize this is a bump, but I just finished playing through this last week and I wanted to drop by and give my two thumbs up.

 

I played this with Xim's Star Wars Doom on UV until Map08, and then I wimped out and finished on HMP.

 

I think I'm realizing more and more that I'm not a big slaughter-map fan, but other than, I had a wonderful time with this map-set. I especially liked the sort of "painter's pallet" room at the start of each map with what 10x10 textures would be featured. Without these rooms, I'd be too distracted by how beautiful the maps are to notice the stylistic parameters. But really, the secret map is the standout for me. I haven't played the influences that you mentioned inspired it in the txt file, but I thought it was incredibly imaginative and I really enjoyed its puzzles. 

 

Like I said-- Two thumbs up! I really enjoyed this.

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