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Rapidfire 3 - 6 Level Limit Removing Mapset - Release 1.0 NOW ON IDGAMES!


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Been looking forward to a new one of these.  Playing it now, on second level.  So far so good, though you have a secret in the first level with nothing in it.

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hi. completed the mapset in uv.

 

found misaligned textures here:

Spoiler

map02:

FnSJ4cQ.png

 

some of my notes:

Spoiler

map05: nasty trap on small pathway.
map06: very nasty. made it with only 4% health.

 

summary: i played the mapset to learn monster placement, and was far from disappointed. love it lots, and many thanks for the awesome work done :)

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5 hours ago, Kor said:

Been looking forward to a new one of these.  Playing it now, on second level.  So far so good, though you have a secret in the first level with nothing in it.

The one with the Super Shotgun (I was playing on UV)?

 

btw, I think you could put in some more ammo (mainly because I'm not sure if shotgunning half a dozen Revenants behind the yellow door in Map 02 slows the pace down too much or not)

Edited by LadyMistDragon

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Update Uploaded

- Fixed difficulty tag for Item in Map 01's secret.

- Added Ammo in Yellow Key Room in map 02.

- Added New enemies in Map 03.

- Added New Secret in Map 03.

- Fixed Secret in Map 03 which did not open due to wrong sector tag.

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@Biodegradable joined me on this one good times - I usually don't do sessions this long but your maps are always fun. I absolutely love how I never know what the theme is going to be per map. Always a random adventure

 

Ps when did you get so obsessed with revenants LOL

 

Can't walk down the street without tripping over a revenant

 

Good times

 

 

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Great set of maps, just like its 2 predecessors. These maps seem to strike the perfect balance between not too short and not too long as well as not too hard and not too easy. The only thing I wish for is to have the complete series (once it's finished, I sure hope there'll be more) combined into one wad so it could be hosted on a multiplayer server. *hint hint*

 

A few minor issues I noticed:
MAP02
    - sectors 201, 202, 359 and 360 seem to be accidentally marked as damaging
    - conversely, sectors 39 and 87 have the nukage flat but are not damaging
MAP04
    - line 628 seems to have the wrong texture
MAP05
    - it's theoretically possible to get stuck with a double archvile jump to sector 176 (if you have the health/armor from the previous map to survive it, that is) so would be good to add some impassable lines or make the sector damaging
    - sectors 6 and 364 seem to have the wrong floor height
    - there's also the nitpicky issue that lava in the south is damaging but the one in the north isn't but it's understandable that sector 219 only needs to be damaging so the player won't get stuck
 

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22 hours ago, Clippy said:

Ps when did you get so obsessed with revenants LOL

Can't walk down the street without tripping over a revenant

 

 

Revenants are a sure fire way to make any encounter spicy. I stopped pulling punches after Rapidfire 2.

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53 minutes ago, jazzmaster9 said:

Revenants are a sure fire way to make any encounter spicy. I stopped pulling punches after Rapidfire 2.

 

Nice if you continue the rapidfire series I'll play some more - bring on the spice!

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Update Uploaded.

- Fixed Incorrect tagged sector effects in Map 02 and Map 05

- Fixed Incorrect heights for Lava Sector in Map 05

- Fixed Incorrect texturing in Map 04 and Map 05

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  • 1 month later...

@jazzmaster9 We blasted through all three of your rapid fire's this evening in a co-op session using Odamex and we ALL had a blast! Thanks for making such fun levels. Made our night!

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Cool maps. 

Just one note. On the level Hardline, the secret besides de blue key was empty, is that intended?

I played it in HMP

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  • 2 months later...

Version 1.0 is now released and also on Idgames

https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/rapidfire3

 

Changes:

- Fixed Secret item in Map 03 that did not show up on lower difficulties.

- Fixed Ammo and Health in Map 03 that did not show up on lower difficulties.

- Added switch in the Pain Elemental mud pit in Map 03 as a progression objective.

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Good solid 6 maps. my favorite of the bunch was map05 with map03 as a close second. The only thing I can say is a lot of encounters u can just kinda trigger then backpedal and cheese it a bit, so forcing the player to actually stay in these good arenas would be for the better id say. ( or at least punish a back pedaling player with a sandwich encounter. also map03 I didn't find the rocket launcher until the end but I think thats just cuse Im blind lol. I did uv pistol start and I would say it was average difficulty. overall enjoyed my time greatly with this

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Thanks for making these @jazzmaster9 these maps were absolutely fantastic! Here are my slightly spoilerly thoughts.

Spoiler

I especially enjoyed MAP03, with a pretty brutal hot start and it's nasty encounters. I don't know what crack you put in that map, but I sure would love some more. MAP05 would also be a close second favorite, with the double arch-vile encounter, as well as the double archnotron, teleporting sandwich trap. MAP06, while frustrating did manage to get a good laugh out of me. Keep up the good work!

 

 

Edited by ZeMystic

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