xdarkmasterx Posted May 20, 2022 In your nightmares those bastards have dragged you to this vile place time and again. Not a day goes by untainted by the dread of what torments you will face the next time they come for you. That's got you PISSED. Time to make your dream their reality 😈 https://www.dropbox.com/s/97thomuljdg7pw7/gulfmad.wad?dl=0 Bugs: Some areas are large enough to cause HOMs and disappearing sprites on vanilla 25 Quote Share this post Link to post
SleepyVelvet Posted May 20, 2022 fda on skill itytd (prboom-plus 2.5.1.3 cl2) noisy_gulfmad_itytd.lmp.zip 2 Quote Share this post Link to post
Wilster_Wonkels Posted May 20, 2022 The screenshots look good, but does this use Doom1 or Doom2 as a base? 0 Quote Share this post Link to post
TheCyberDruid Posted May 20, 2022 6 hours ago, Wilster_Wonkels said: The screenshots look good, but does this use Doom1 or Doom2 as a base? Doom2. I played through this. I quite like the style. It's not a slaughter map, but it has its moments. The hot start is maybe a bit much. A medikit or two on lower difficulties would go a long way. Same goes for one pillar in the area with the plasma rifle to get rid of the revenant missiles. For the most part though this is a lot of fun :) 2 Quote Share this post Link to post
xdarkmasterx Posted May 20, 2022 7 hours ago, Wilster_Wonkels said: The screenshots look good, but does this use Doom1 or Doom2 as a base? Doom 2 0 Quote Share this post Link to post
xdarkmasterx Posted May 20, 2022 10 hours ago, NoisyVelvet said: fda on skill itytd (prboom-plus 2.5.1.3 cl2) noisy_gulfmad_itytd.lmp.zip Thanks for the demo, I can see a few things that need fixing just from that. Updated level with changes: -Fixed a bunch of stuck enemies on easy/medium -Added more health to the start on easy/medium -Made red key door more visible -Small changes to make level easier to traverse -Removed invulnerability from final fight on easy (it was leftover from when the room was completely different) 2 Quote Share this post Link to post
xdarkmasterx Posted May 20, 2022 Update 2 fixed some texture alignment and other minor issues 0 Quote Share this post Link to post
ScrappyMcDoogerton Posted May 20, 2022 Player start location is different in the new version I think it's a mistake. 1 Quote Share this post Link to post
xdarkmasterx Posted May 20, 2022 39 minutes ago, ScrappyMcDoogerton said: Player start location is different in the new version I think it's a mistake. Shit sorry I must have left that in when I was fixing something, updated again XD 1 Quote Share this post Link to post
galileo31dos01 Posted May 20, 2022 (edited) Hello, I played your map early this morning. As usual I dig your style and, in particular, the secrets. Here is a brief list of observations: - The teleport thing 640 is flagged "hard" only, which means you may get stuck in the "ugly" secret room, like I did (was on HMP). - Sector 373 is flagged secret, not sure if intentional but it looks like an oversight to me. - In the BSK path, I'd suggest a quicker/instant way to spawn the imps, because nothing stopped me from taking the key and the teleport afterwards, and then at the end of the map I noticed the imps with IDDT. - I guess it's missing a custom CWILV00, but this isn't too relevant. Mind that it was the 1st update you posted, so if any of these were already fixed then all good. Edited May 20, 2022 by galileo31dos01 1 Quote Share this post Link to post
xdarkmasterx Posted May 20, 2022 8 minutes ago, galileo31dos01 said: Hello, I played your map early this morning. As usual I dig your style and, in particular, the secrets. Here is a brief list of observations: - The teleport thing 640 is flagged "hard" only, which means you may get stuck in the "ugly" secret room, like I did (was on HMP). - Sector 373 is flagged secret, not sure if intentional but it looks like an oversight to me. - In the BSK path, I'd suggest a quicker/instant way to spawn the imps, because nothing stopped me from taking the key and the teleport afterwards, and then at the end of the map I noticed the imps with IDDT. Mind that it was the 1st update you posted, so if any of these were already fixed then all good. Thanks for the feedback. I fixed all the things you mentioned, hopefully the imps teleport is far enough back to catch most players who run through that 0 Quote Share this post Link to post
holaareola Posted May 21, 2022 This is glorious. I had a gaming hiatus for a while so prolly missed a few maps from you, but I think it's one of your best as well as one of your most accessible. I went in expecting your (imo) trademark crushed-in-from-all-angles DM layout for SP style and got, well, a bit of everything. Tight teleport traps, platforming, a bit of slaughter-lite, linear combat, multidirectional combat, Doom2 style large-scale incidental combat, all with the obligatory dose of weirdness. Some great looking areas too, without ever going into fine detailing and compromising the stream of consciousness feel. In another mapper's hands, it'd be a bit mishmash style wise, but the pockets of oddness throughout tie it together somehow. I loved the big secrets too except, head already spinning in the grip of a vicious hangover, the one scroller room that almost gave me motion sickness. Loved it! 2 Quote Share this post Link to post
xdarkmasterx Posted May 22, 2022 Thanks for playing! Glad to hear you enjoyed the map. I apologise for the headache inducing room, I would have made it even worse if it weren't for vanilla limitations :x 3 Quote Share this post Link to post
Arwel Posted May 22, 2022 Nice evil map, weird and brutally hard, in a great way! I tried to UV-saveless it blindly until I noticed the monster count, and yeah it turned out quite lengthy and quite epic. 0 Quote Share this post Link to post
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