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[BOOM - Complevel 9] Porting Station.


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This is a playtest video from the pre-release version. There may be some texture differences, etc., also the music is not part of the .wad.

Edited by Killerratte

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@RataUnderground You played this map exceptionally carefully, and you also managed to skip a linedef. So noticed a lot of things I should account for on the next map. 

@Biodegradable At the second room in the start,The ovens where imps come out from, have rockets. Thats one of the secrets. The final fight room has a secret teleporter, allowing you to clear out the imps and pinkies in advance. I guess the teleport out of that pit needed a better highlight. Sorry about that..

Edit: You pretty much played the map as I expected someone to play the map. Was fun to watch

 

@Nightmare2989 Glad you enjoyed it. However, I can see that both ammo balance and weapon firing rate greatly impact the difficulty of this map. 

Edited by IcarusOfDaggers

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51 minutes ago, IcarusOfDaggers said:

@RataUnderground You played this map exceptionally carefully, and you also managed to skip a linedef. So noticed a lot of things I should account for on the next map.  


I'm not a very skilled player, so I have a very slow style, but I hope that was useful at least :)

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I gave this a run yesterday, fun map! I like the detailing and the way the combat evolves in the existing spaces. The climax fight is a lot of fun just letting loose with the bfg. It does seem like there is the potential to skip the final fight but I didn't want to be a wuss so I jumped back in and finished the job. 

 

Here's a video of my playthrough:

 

 

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33 minutes ago, LVENdead said:

I gave this a run yesterday, fun map! I like the detailing and the way the combat evolves in the existing spaces. The climax fight is a lot of fun just letting loose with the bfg. It does seem like there is the potential to skip the final fight but I didn't want to be a wuss so I jumped back in and finished the job. 

 

Here's a video of my playthrough:

 

 

 

Well, one thing for sure, you missed the switch high up that opens the green armor at the start of the video, and the same switch connects the sideroom with the switch room. Might have to lower it

 

I only started releasing maps a year ago. But creative minds think alike.

No custom music. Regular Doom II track.

 

Yhea, that tele needs highlights.

 

I did leave the exit open on purpose for less skilled people who want to end the map.

Edited by IcarusOfDaggers

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Cool map! Some interesting encounters that kept me on my toes, and gave some room for different approaches. I liked the level of detail here, maybe just a bit too much in some areas but it's tough to know when to stop (I get carried away too haha). Ending fight is neat in the way the player gets to decide the pace to some extent: there's plenty of opportunity to hide and systematically eliminate threats, or you can just run 'n' gun your way through!

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12 hours ago, thelamp said:

 

Cool map! Some interesting encounters that kept me on my toes, and gave some room for different approaches. I liked the level of detail here, maybe just a bit too much in some areas but it's tough to know when to stop (I get carried away too haha). Ending fight is neat in the way the player gets to decide the pace to some extent: there's plenty of opportunity to hide and systematically eliminate threats, or you can just run 'n' gun your way through!

Uh oh... You found a bug.... That was repeatable. And that caco could move through...i should have rechecked the linedefs...oh well, v1.5 soon enough. Ty for playing, was fun to watch.

 

Correct order in plasma: get rocket launcher, then ssg, then plasma

Edited by IcarusOfDaggers

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  • 2 weeks later...

Well, I did expect PB and other gameplay changing mods to break the map. However, it held up surprisingly well.

 

I did notice some missing monsters. I also noticed arch viles not ressurecting the enemies. So not sure if missing monsters are because of PB, but arch viles definetly were a much lower threat because they did not ressurect the corpses.

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