DeetOpianSky Posted December 27, 2023 Watching this live on @TheShep 's Twitch channel. 1 Quote Share this post Link to post
TheShep Posted December 28, 2023 (edited) 16 hours ago, DeetOpianSky said: Watching this live on @TheShep 's Twitch channel. It's been good so far. Thanks for the shout @DeetOpianSky! I'll return to it soon, maybe tonight. Edited December 28, 2023 by TheShep 3 Quote Share this post Link to post
galileo31dos01 Posted December 29, 2023 Hello, I finnished this today, it was crate I mean great overall, some crateivity I mean creativity involved with very nice vistas crated I mean created in a few. DFF's was my standout - big fan of the fan, though thinking of it now the revs and mancubus popping in and out of the crates was very cleverly on theme. I liked that the TNT11 midi was reused in one of the maps, and one of mouldy's midis too, which speaking of I also really dug that intro staring at the boat from that same map and the big exit sign. Map 15 buildup to a different dimension was another highlight for me, as well as PRO-RC's revenant assault on the void. Other ideas like the BFG grab in map 08 or the HR throwback in map 06, or the pure platforming on crate mazes like in 09, and the whole final area in the last map, There can be lots more to say (map 13, while not my cup of coffee, can be completed for certain), but I would be all night here, so to sum up, this is a good mix of stuff, a box of surprises, to keep it on theme. I'm gonna give you a short list of observations in case the project crew is open for updates: Spoiler 10 - Sector 155 is linked to generalized floor that raises to the ceiling, when it should lower to the ground, so you never meet up with the monsters. 14 - There is a sequence break if you jump from sector 314 to outside of the room onto the nukage, and circle around til you are on the bay to the west. What happened was that I didn't open the RK door before doing all that, and it can only be opened from inside, so if you missed secrets or something you have to noclip afaik. Furthermore, there were lots of monsters that didn't appear in the map at any point, explicitly lots were in the big closet above "imp pump". The crates on the nukage, sectors 674, 684 and 890, and 744 raised up at some point, and I could hear imps and demons trapped inside them. This after a bunch of imps, demons and cacodemons did arrive to the area. I'm not sure how the whole setup is supposed to work, nor do I know if my sequence break affected something critical somewhere (well, "critical" if you want to max the map, that is), though I believe that due to how easy and, I'd even dare to say inviting it is to do that jump outdoors, maybe at least the RK door could be used from both sides. 15 - Visual glitch here, possibly only in software renderer so, a case of adding extra vertices. 18 - An imp was sunken in the crate here 20 - In the void section, from this point you can see invisible sectors HOMing (again, possibly only in software renderer) Additional: after map 06 you get the original intermission text screen, I think you can disable that in UMAPINFO cause others had definitely done it before, so I would suggest going for that. 1 Quote Share this post Link to post
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