OverflowingMocha Posted November 21, 2022 Hooray, it's finally done. I'm very glad to be a part of this, congrats to dac and everyone who contributed to this. 3 Quote Share this post Link to post
Vile Posted November 22, 2022 Congrats on the release! I had a blast playing this a while back and there's a lot of cool stuff packed into these 64 maps. 5 Quote Share this post Link to post
RastaManGames Posted November 22, 2022 A proper ending of every anime that you like. 3 Quote Share this post Link to post
Peccatum Mihzamiz Posted November 22, 2022 Congratulations everybody! The maps in this project are astounding and truly inspiring! Glad to have been a part of this. 4 Quote Share this post Link to post
NuMetalManiak Posted November 22, 2022 Alright, using version 4.7.1. works fine. Ended up skipping MAP06 cause I found the puzzles aggravating but I surprisingly went through the other puzzle map MAP13 well (loved the arch-vile mechanic of secretly resurrecting enemies who are killed in the field). I should mention I found some HOMs on MAP23, where the bars which are sector 156-159 are there are HOMs on the ceiling. Linedefs 845-862 approximately. 2 Quote Share this post Link to post
SCF Posted November 23, 2022 Am I missing something, or is map 57 broken? The blue key door is inside the starting area, but it doesn't look like you can go back there. The front door can't be opened from the outside. There's a second path that looks like it's intended to be used after getting the blue key, but it's blocked by a barrier, and the linedef that lowers it is behind the blue key door. I checked in doombuilder and I don't see any solution. 0 Quote Share this post Link to post
dac Posted November 23, 2022 13 minutes ago, SCF said: Am I missing something, or is map 57 broken? The blue key door is inside the starting area, but it doesn't look like you can go back there. The front door can't be opened from the outside. There's a second path that looks like it's intended to be used after getting the blue key, but it's blocked by a barrier, and the linedef that lowers it is behind the blue key door. I checked in doombuilder and I don't see any solution. If I remember that map correctly, the barrier is lowered by killing the spiderdemon. I agree it's not particularly clear. 0 Quote Share this post Link to post
SCF Posted November 23, 2022 26 minutes ago, dac said: If I remember that map correctly, the barrier is lowered by killing the spiderdemon. I agree it's not particularly clear. Ah, I didn't think about the fancy triggers you can set in UMAPINFO. Something weird must've happened, because the first time I played it the spider demon never teleported in (and neither did any of the other enemies in the connected closets). They must not have woken up, but I have no idea how that happened considering you have to shoot a switch in the starting room. It worked when I tried the map again. 0 Quote Share this post Link to post
Savarin Posted November 24, 2022 Congrats to everyone involved! (∩^o^)⊃━☆ This was my first community project of any kind that I participated here, so it's really cool to see it completed and on idGames. 3 Quote Share this post Link to post
dac Posted November 24, 2022 Also I did promise an announcement, and I think many here know what it's about (I mean I wasn't exactly subtle about it on twitter and discord!) but just to keep the suspense going but also not: Departing next week. 11 Quote Share this post Link to post
Thelokk Posted November 24, 2022 7 hours ago, dac said: Also I did promise an announcement, and I think many here know what it's about (I mean I wasn't exactly subtle about it on twitter and discord!) but just to keep the suspense going but also not: Departing next week. I can't count past ten but that seems like one or two more baddies than last time. 2 Quote Share this post Link to post
Ravendesk Posted November 24, 2022 9 minutes ago, Thelokk said: I can't count past ten but that seems like one or two more baddies than last time. You baited me into recounting and it's exactly 30 xd 1 Quote Share this post Link to post
Dubium Posted November 24, 2022 8 hours ago, dac said: Also I did promise an announcement, and I think many here know what it's about (I mean I wasn't exactly subtle about it on twitter and discord!) but just to keep the suspense going but also not: Departing next week. Hmmm... 30 Aliens Challenge community project? 0 Quote Share this post Link to post
Baratus Posted June 27, 2023 (edited) Been looking for shorter, faster bite-size mapsets to play through, and this is the best one I've played yet! I appreciate the maps being ordered into episodes by difficulty (with the nod to the original Lemmings, very good) and I especially LOVE MAP06 and MAP09's different approach to mapping, focusing on puzzles and atmosphere respectively interspersed with combat encounters to keep the player engaged. This mapset has a huge amount of variety on offer, it's like a big box of bite-size chocolates to brighten my day. Great work to all the mappers! EDIT: Whoa. I was not prepared for MAP13. Without wanting to say too much, I haven't experienced such effective storytelling, mystery, visuals and eerie atmosphere since I played B.P.R.D's Grove last year. Edited June 27, 2023 by Baratus expanding on initial thoughts 7 Quote Share this post Link to post
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