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Endrivium (1 boom-compatible map)


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The architecture looked fairly interesting if not just a bit flat in terms of elevation sometimes. I was pulled in to stare at the wall with jumbled textures in the room with the chaingunners, and on that note, the surprise ambush of chaingunners does get old pretty quick. Along with that, some fights felt a bit dry, like turning the corner to find two revenants or two pinkies. The opening room with the raising platforms and switches to open the door felt unique. I'm not sure why a blue armor was placed so close to a green armor. This map clearly has a lot of care put into it with the plasma sound replacement, strict texturing habits, and four secrets (during my first playthrough my genius ass found zero out of four). If there's any advice I'd give for future maps, it'd be to have more interesting encounters and rooms to fight said encounters in. A lot of what makes an interesting fight comes from placement of enemies, both around the player and vertically. 

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Dang it. Usually on new maps I play a hardcore 1 life style. I Got to the Archvile and then died. killed 107/130ish enemies and found 2 /4 secrets on the way.  Getting jumped by the skeletons after picking up the plasma rifle was the closest call to death I had until the Archvile door. All in all that was a fun little run with some good combat honestly. 

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Nicely done, Rocky. This is your best map yet. While it's not all that flash visually and the progression could be a bit more interesting, you more than make up for it with some non-stop thrilling combat and some creative design decisions here and there. It's a big improvement over your last few maps by a mile as far as I'm concerned. Good stuff, mate!

 

 

Edited by Biodegradable

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Endrivium

 

Ultra-Violence || Pr boom+

 

Status:

Deaths → 0
Saves → none

 

 

 

The map is quite interesting, and entertaining in its own way, in fact, the architecture on this map was curious, not to mention that it has toxic soils, but at least it is appreciated that you left anti-radiation suits, and the wall where they are the Hitscanners, I find it quite bizarre but I loved it at the same time. The enemies chosen for each area were thought to be a nuisance for certain areas with a narrow space, but at least it is compensated with the ability to go back to have more area where to plan the attacks, huh, but hey, I liked the way you used each enemy, very interesting indeed, so great job you've done, dude.

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Anyone who complains about this map being largely too easy might be missing the point, I think. There were some awesome ambushes more reminiscent of something from your earlier works (the bit with the pinkies backed by the chaingunners not far from the start for one). Recorded in DSDA Doom.

lmd-endirivium.zip

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So close to surviving this lol - the thumbnail I used is something I really found interesting, abstract art - I love it

 

 

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Boom crashes this map, saying the 'A-BROCK2' texture isn't found. ReBoom also crashes this map.

 

Anyways, playing in PrBoom+ on HNTR, first demo attempt. Cool small level.

 

endrcazh.7z

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