CittyKat112 Posted August 26, 2022 28 minutes ago, muumi said: @Snaxalotl inmost gibs in rc looks to be old version, but anyway I made an another update: inmost gibs v3 -fixed hom inside big mouth https://drive.google.com/file/d/1PRo3tyE-pHLHRsb4A9maJGPaMCB5AsAC/view?usp=sharing I'll beat it with saves tomorrow. Is that the only change lol? Whatever, it's still a valid excuse to replay it XD 2 Quote Share this post Link to post
muumi Posted August 26, 2022 3 minutes ago, CittyKat112 said: I'll beat it with saves tomorrow. Is that the only change lol? Whatever, it's still a valid excuse to replay it XD only change for v3, v2 had some barons changed to hell knights and some other visual fixes 2 Quote Share this post Link to post
CittyKat112 Posted August 27, 2022 14 hours ago, muumi said: only change for v3, v2 had some barons changed to hell knights and some other visual fixes Spoiler Just beat it, it felt a bit easier than I remember. Though that's probably because I was playing with saves... Anyway, everything's good I didn't find any bugs, misaligned textures, etc... However, I think you should put bars (if you consider adding this 'fix', make sure the player can lower these bars if they didn't take all of the ammo) in this room because while you can't hide behind walls because of decoration you can still bottleneck most of the enemies and that makes evading their projectiles a bit easier. The arch-viles can easily get distracted by other demons if you decide to use this strat since they're usually surrounded by demons' corpses most of the time, so they don't pose much of a threat this way. Spoiler 2 Quote Share this post Link to post
CittyKat112 Posted August 27, 2022 I added a couple fixes to my map. Fixed the cheese strat in the RK room (now you can't kill the arch-viles before getting the plasma rifle) and set the door to the final area to 'Door Repeatable'. Burnt_to_a_Crisp upd.zip 1 Quote Share this post Link to post
muumi Posted August 27, 2022 8 hours ago, CittyKat112 said: However, I think you should put bars (if you consider adding this 'fix', make sure the player can lower these bars if they didn't take all of the ammo) in this room because while you can't hide behind walls because of decoration you can still bottleneck most of the enemies and that makes evading their projectiles a bit easier. The arch-viles can easily get distracted by other demons if you decide to use this strat since they're usually surrounded by demons' corpses most of the time, so they don't pose much of a threat this way. thanks for feedback. Camping there is probably riskier than just doing fight normally, i think its fine. 2 Quote Share this post Link to post
Caleb13 Posted August 28, 2022 I gave the RC2 release a spin in GZdoom 4.8.2, but I noticed some problems: MAP12: it's possible to jump into blood sector 700, with no way out. Also, I think the skeleton fence linedefs 2019 etc. should all be impassable. Same problem also affects fence around the arachnotron arena. The arena itself is probably broken, the arachnotrons couldn't see me a I could go to the exit directly. Chaingunners in the trapped corridor can easily fall from the pillars, making 100% kills impossible. MAP17: Shimmering texture on top of linedef 190, see the screenshot. Also, there should be at least one more radsuit in this acid area. The present ammount is fine when the player already knows where to go, but not for first time exploration. Medkit 213 needs to be farther from sector 99, otherwise it will rise into air with it. The sky above all gallows (sectors 281 etc.) is "eating" other textures from certain angles, though I don't think much can be done about it. 2 Quote Share this post Link to post
Engired Posted September 3, 2022 Changed a lot of things, including decoration, gameplay, and other fixes. It's potentially harder now, so hopefully it's okay. The music is not included, and the map is in the map05 slot. Download: EngiredGorehoundsOfDoom.zip 1 Quote Share this post Link to post
CittyKat112 Posted September 3, 2022 Last update to my map. Fixed stair in the RL room and also added difficulties. Burnt_to_a_CrispFINAL.zip 1 Quote Share this post Link to post
Shawn Posted September 4, 2022 Thank you @Arsinikk for the playthrough. I did a little update to my map because of it, 100% items was unobtainable. Now you can get 100% items/secret/kills. Transcendent_Flesh_v5.zip 2 Quote Share this post Link to post
epicyolomaster420 Posted September 5, 2022 (edited) Upon seeing that my slaughter house map has some issues in it (thank you to @Caleb13 for finding them) I went into the editor and fixed them. The texture eating above gallows issue might still be there if viewed from higher elavations and the right angles but is much harder to come across now (I added a few mounds to the map and put most of the gallows onto them...). I also decided to include in one last update to my other map as I found that some of the textures repeat too many times, that the map is a bit empty and that it's also too dark and lacking in light variation (so I fixed it...). I've also seen that there's been quite a few map updates (other than my own) so I'll tag @Snaxalotl so they don't get overlooked. The slaughter house_4.zip The city of boiling blood_10.zip Edited September 5, 2022 by epicyolomaster420 1 Quote Share this post Link to post
epicyolomaster420 Posted September 5, 2022 Found some intolerable texture misalignments. Did what had to be done... The city of boiling blood_11.zip 2 Quote Share this post Link to post
epicyolomaster420 Posted September 6, 2022 (edited) Found yet more problems... This time it was ceiling textures that I had forgoten to change a while back, when I was changing the ceiling of the whole central area to a fleshy one. I also made pedastals for elavating the torches I had added earlier and added a bit more lighting variation. I hope I can get myself to stop making tweeks now, cause fuck this is getting out of hand... The city of boiling blood_12.zip Edited September 6, 2022 by epicyolomaster420 1 Quote Share this post Link to post
epicyolomaster420 Posted September 6, 2022 Replayed the level one last time and found some lighting inconsistencies that I just had to fix (I forgot to create a shadow behind on of the buildings...). I'm going to try to not make anymore updates now, but I'm not making any promises (as we all know how those turned out...). The city of boiling blood_13.zip 1 Quote Share this post Link to post
Sokoro Posted January 5, 2023 Hi, this project was mentioned in Cacowards, but I cant find download link anywhere. Is it being worked on? 0 Quote Share this post Link to post
Salmon Posted January 5, 2023 @Sokoro, here's the release thread. There's still some bugs (I think) but at this point I would assume RC2 is likely final. 1 Quote Share this post Link to post
SilverHurling Posted January 10, 2023 On 1/5/2023 at 3:52 PM, Salmon said: @Sokoro, here's the release thread. There's still some bugs (I think) but at this point I would assume RC2 is likely final. Hey, thanks for that! 1 Quote Share this post Link to post
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