DoomRunDum Posted March 16, 2022 I need opinions on how they are, or how to make them better. HELLREBOUNDED162022.zip 0 Quote Share this post Link to post
Johnny Cruelty Posted March 16, 2022 31 minutes ago, DoomRunDum said: I need opinions on how they are, or how to make them better. HELLREBOUNDED162022.zip sure! 0 Quote Share this post Link to post
Johnny Cruelty Posted March 16, 2022 34 minutes ago, DoomRunDum said: I need opinions on how they are, or how to make them better. HELLREBOUNDED162022.zip needs more ammo 0 Quote Share this post Link to post
DannyMan Posted March 16, 2022 Is it possible to run it with the latest version of Freedoom? 0 Quote Share this post Link to post
DoomRunDum Posted March 16, 2022 6 minutes ago, DannyMan said: Is it possible to run it with the latest version of Freedoom? Yes. 0 Quote Share this post Link to post
DoomRunDum Posted March 16, 2022 8 minutes ago, Johnny Cruelty said: needs more ammo Okay 0 Quote Share this post Link to post
DarkIceCyclone Posted March 17, 2022 (edited) @DannyMan the wad has custom monsters, some of them possibly from freedoom @DoomRunDum Going to send you a message with the video once it finishes uploading. Edit: Crap, I have problems uploading Edited March 20, 2022 by DarkIceCyclone 0 Quote Share this post Link to post
JustCallMeKaito Posted March 17, 2022 Map01 needs a LOT more ammo. Even conserving as much as possible and landing every shot, you have 0 bullets & shells once you get to the demons. I'd add at least 2 4x shotgun shells before the corridor, or move the chainsaw right at the entrance of the room along with a single 4x shot shell, as well as maybe a bit of extra health. The texturing around the map could use a bit of work as well. Bugs: The walls of the huts in the first room are 2-sided, meaning projectiles or bullets can just go right through them. The room with the fire pits has part of the fire pits & the front of the SSG platform marked as impassible while the other parts aren't for some reason. Map02's texturing is a vast improvement over Map01, but it still needs some work. Overall, it felt easier than the first map, but it kinda just felt like you included new enemies for the sake of just having new enemies regardless of the role they fill. Bugs: The elevator is a 1-and-done deal. If you back up because you see the chaingunner enemy, you're SOL. Also, it's marked as a secret for some reason. Nukage room's shotgunners are stuck in the walls and unable to do anything. The brown room with the baron has a missing texture on the south side of the stairs. 0 Quote Share this post Link to post
Large Cat Posted March 17, 2022 I wasn't sure what source port to play your map in, as GZDoom was throwing errors, and it's usually the most forgiving. It's helpful if you can provide some basic info in your initial post. What you should include is detailed here: Follow these guidelines, and you're much more likely to get people playing your map. 0 Quote Share this post Link to post
DoomRunDum Posted March 27, 2022 On 3/16/2022 at 6:48 PM, Large Cat said: I wasn't sure what source port to play your map in, as GZDoom was throwing errors, and it's usually the most forgiving. It's helpful if you can provide some basic info in your initial post. What you should include is detailed here: Follow these guidelines, and you're much more likely to get people playing your map. I was using ZDOOM format, but I changed it to GZDOOM. 0 Quote Share this post Link to post
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