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[Now on idgames!] Curiosity and the Cat | limit-removing map


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I gave it a try, but I'm still not cut out for slaughter at this stage. I will say though that what I did see while playing, and in those screenshots, that the map looks really nice. I love the layout and details in the architecture, so congratulations on releasing your first published map! Hopefully, this will get some attention from slaughter enthusiasts. 

Edited by Biodegradable

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I..may not have realize there were difficulty settings. Very clever, late Sunlust-esque combat puzzl-y slaughter stuff. If this is your first map, I'm definitely eager to see what you else you've got cooking up. Just a little tiring at the moment.

lmd_curicat.zip

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27 minutes ago, LadyMistDragon said:

I..may not have realize there were difficulty settings. Very clever, late Sunlust-esque combat puzzl-y slaughter stuff. If this is your first map, I'm definitely eager to see what you else you've got cooking up. Just a little tiring at the moment.

lmd_curicat.zip

It is quite interesting to see your blind play, thanks!

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I got very worried when even Bio said he wasn't cut out for it, but I was surprised at how much I enjoyed bumbling my way through this on HNTR. The map itself was pretty tasty looking, and I loved the revenant-revenant-[redacted] fake-out at the beginning - got a a solid chuckle out of me.

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A quick update: uploaded RC2 that fixes the linedefs that start the first big fight so the fight cannot be cheesed by triggering them separately.

Many thanks to Ribbiks for mentioning this to me.

 

I will keep this in RC2 state for around a week and if no critical bugs are found I'll just upload it on idgames.

 

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3 hours ago, Custom Longplay said:

Man what was that hard. It was a pure hustle and bustle like a slaughterhouse. But I liked it very much.

 

 

That was fun to watch! I did not test this map with Project Brutality or any other mod, so I'm glad you enjoyed it that way.

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35 minutes ago, Ravendesk said:

 That was fun to watch! I did not test this map with Project Brutality or any other mod, so I'm glad you enjoyed it that way.

I'm glad you enjoyed it.

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  • 4 weeks later...

I played through this map a week ago on UV with saves and enjoyed it but was getting my ass kicked. Tonight I came back to it and recorded a HMP demo and I appreciate the extra ammo on this difficulty (seemingly the only difference, which I thought was cool). Lots of fun, especially attempting saveless runs. Excellent usage of stock textures as well. My only complaint is that some of the detailing on the corners are super easy to get caught on, and it's irritating to die to a cloud of rev rockets just because you got stuck on one of these.

Edited by lunchlunch

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Cool map!

 

Spoiler

The area with the crushable revs is maybe a little easily handled by camping in the doorway after doing a rotation or two around the room and killing the cyber, but it's not too egregious. 

 

Would like to see a set of these from you, looking forward to the next map you make :D

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7 hours ago, lunchlunch said:

I played through this map a week ago on UV with saves and enjoyed it but was getting my ass kicked. Tonight I came back to it and recorded a HMP demo and I appreciate the extra ammo on this difficulty (seemingly the only difference, which I thought was cool). Lots of fun, especially attempting saveless runs. Excellent usage of stock textures as well. My only complaint is that some of the detailing on the corners are super easy to get caught on, and it's irritating to die to a cloud of rev rockets just because you got stuck on one of these.

HMP-MAX DEMO

Thanks! Cool demo, glad you enjoyed. I think you missed the fact that

Spoiler

 

stationary cyber and hellknights are getting crushed when you enter the hub after the second arena, so that cleanup can be faster if you open it mid-fight. But it was added as an afterthought and as a result it is not quite obvious that that happens, yeah.

 

Regarding the difficulty - there are also 9 archviles instead of 11 in the final fight on HMP, and I think a few barons are replaced with hellknights at the start of the first big fight, allowing you a bit more freedom in you strategy, e.g. killing chaingunners, revs and HKs and staying there for a bit longer. But that's about it.

 

Regarding getting stuck on the corners detailing - I completely agree, that's something I have to consider for the future.

 

44 minutes ago, Nirvana said:

Cool map!

 

  Hide contents

The area with the crushable revs is maybe a little easily handled by camping in the doorway after doing a rotation or two around the room and killing the cyber, but it's not too egregious

 

Would like to see a set of these from you, looking forward to the next map you make :D

Thank you! Have to agree about the second arena, it ended up being a bit cheesable, especially if you save cells in the first fight.

As a matter of fact I have already uploaded my next mapset, but it's a completely different experience from this map, as those are puzzle/platforming maps with only a few actual fights. But still, you can find it here if you are interested: 

 

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11 hours ago, Ravendesk said:

Thank you! Have to agree about the second arena, it ended up being a bit cheesable, especially if you save cells in the first fight.

As a matter of fact I have already uploaded my next mapset, but it's a completely different experience from this map, as those are puzzle/platforming maps with only a few actual fights. But still, you can find it here if you are interested

Ah didn't realise this came after. Ribbiks actually sent me this to play so I'll have to have a look, clearly highly recommended :D

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