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Acid Reflux | 3 acid filled maps for Boom [RC2]


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pretty solid 3 maps enjoyed my time with it, The joy of these maps really rely on loving the chaingun which is massively buffed in the maps. map03 was fun up till a point, I really enjoyed the branching paths that leads to the super shotgun in the middle. however It goes on for a bit to long, the last section was kinda meh imo and fighting archvilles with just shotguns and and chaingun is fun but doing over and over again is boring. still love the 1st halve off map03 and map02 is cathartic joy for me. map 01 is relatively straight forward I like most of the combat encounter albeit it does get kinda repetitive as each encounter is very similar. oh and the aesthetics are nice and cohesive between the 3 maps.

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Really enjoying this so far but.

I got really lost on the second map, could not find the yellow key for 10 whole minutes... so I look for it in the editor... seem to yellow key is only available on hard!

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16 minutes ago, Delisk said:

Really enjoying this so far but.

I got really lost on the second map, could not find the yellow key for 10 whole minutes... so I look for it in the editor... seem to yellow key is only available on hard!

Thanks for the catch! Put out a hotfix for it. Guess that's on me for only doing the final tests with UV.

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I like green color so i tried this wad. ;)

Nice not to long map pack, i liked first and 3rd map the most. 3rd map is little dark in few places so i bump brightnes in options. Even slaughter fights was not so bad. :)

Played whole thing with Project Brutality.

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Part 1 of 3

 

Part 2 of 3

 

Sadly after playing the third map I realized I was not recording.. I will play it again later

Edited by Delisk

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Hello, I played your maps in prboom+ on UV. Solid experience overall, enjoyed the popcorn gameplay and hectic starts. I'm personally not big on sped-up chainguns, though the accurate rifle made more than happy. The setting with the palette changes reminded me partially of Disjunction and A2Rob's "Running Late", which I really enjoyed from a visual aspect. I did struggle sometimes with getting hanged on metal support pillars or trims here and there, or bumpy floors like in the YK trap in map 03 (heh, the more I connect to Disjunction). It was challenging though so no complaints. 

 

Here is a list of observations:
 

Spoiler

 

- Map 01, this hell knight was stuck on the edge I guess, it couldn't move but I'm sure it could still scratch, not sure if that was intentional.

 

- Map 02, the northern closet with the archvile/pinkies, the texture offsets on both sides are unaligned. 

- Two monsters didn't spawn anywhere, two of the teleport lines are W1 and the other two aren't linked to any sectors.

 

- Map 03, I pushed a chaingunner -thing 103- off the platform and was unkillable afterwards. Make sure to apply block properties around the platforms to prevent that.

- The chaingunner -thing 189- was stuck, for some reason, maybe it needs more space?

- You can easily bump the secret mega armor using the thin platforms. Not sure if intentional but you could "skip" the secret by doing that.

- It's easily possible to close the bars a second time here, and the switch is one-time. There's no softlock fortunately. Maybe use a voodoo doll setup instead.

- The trigger for this nukage trap is so close to the pit that I fell inside while it was raising, and got zapped once. Perhaps moving the trigger further and using turbo might be better, if only because it's weird to fall inside a monster pit heh.

- The plasma gun in the subway seemed redundant, with plenty rockets/shells there's no practical benefit from just 40 cells to spare imo. Maybe add more cells or replace with BFG and two mini packs. The cyb didn't add much in the railways.

 

 

Thanks for sharing!

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Wow, you really tried to maintain a limited arsenal, didn't you? It sure made the Arch-vile incredibly annoying. Doomcute in last map echoed the storefronts of Map 04 of Fragor Portum somewhat. The Imp teller was greaT

lmd_acidreflux.zip

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Really enjoyed this one.  I know you said it was half an hour, ended up taking me almost an hour.  Though I did take some time checking some things in the maps, including an archvile that apparently failed to trigger in the first map I think it was.  Still, kudos for making some of the nicest sewers I've seen in doom lol.

 

 

YT description:

Played in GZDoom blind on Ultraviolence with pistol starts, Boom Compatibility. This is a new 3 map set (with a 4th bonus) made by RiviTheWarlock, and I was surprised to find it made slime great again. Just don't forget to pack a bottle of Tums. I was slightly worried about entering such a slime-rich environment, but this mapper is quite self-aware and even drops a Civvie sewer count reference in the first map. Not only that, they are some of the prettiest sewers I've seen in Doom. It's a shame they're only used to transport demon waste. Beyond that, we travel through the waste treatment plant and an infested subway station. Difficulty is nice and spicy, well it's spicy and slimy, so I'll call it spimy. You do have a nice blackened chaingun that fires faster to help you out. All in all an extremely pleasant experience if you have an hour to spare!

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Played this the other day, quite a fun set!  I was hoping for more since the three maps here were good but still quite enjoyed it, hope to see more from you!

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Very nice one, seemed a little hard at first, I even switched to easy, but especially after I got the Minigun I regretted that. Also over abundance of items, especially ammo was noticable. The end of map3 was a nice touch. edit: as opposed to @eternalegg who disliked exactly that part lol. Cant make everyone happy

Edited by pampoo79

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this looks excellent :D

 

On 5/25/2022 at 2:50 PM, RiviTheWarlock said:

Plasma marines replace the wimpy Former Humans, with sprites done by @Tango.

 

I might have done the tiniest of edits on those for the alt death frames included in Supercharge, but otherwise all those sprites were actually done by Captain Toenail and Ghastly_dragon (according to the credits on realm667)

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1 hour ago, Tango said:

this looks excellent :D

 

 

I might have done the tiniest of edits on those for the alt death frames included in Supercharge, but otherwise all those sprites were actually done by Captain Toenail and Ghastly_dragon (according to the credits on realm667)

Thanks for letting me know, I'll be updating the credits file accordingly for the IDgames release or if an RC3 is needed

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