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1k1k - A COMPACT Doom 2 Community Project [RELEASED]


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@Yop

Updated the map, and link in og post

Spoiler

1. Added 3 rockets near rl, to kill archie faster

2. Decide to make jump to blue key platform harder, and yet keeping it possible

3. Made an extra timer for pain elemental, so it more predictable now, and less annoying, cuz it spawns later in fight, when most of the imps and pinkies are killed

 

So i guess its fully done this time

 

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6 hours ago, Raith138 said:

I have change it up and now it is better.

 

River of Blood.zip

This was a nice little map. A nice example of escalation with each room. That corridor of chaingunners was out of left field but I liked it. Nothing too threatening at all here. Good stuff! Only thing I would suggest would be some detailing to really make it pop. 

 

I also had a chance to play your other map Caverns of Despair and I really enjoyed it. There's this feeling that there's always something coming for you and the map never really bogs down at all. Good work here. I would even be tempted to plop down a Mancubus or a pair of Hell Knights right in the middle of the map after the player hits the switch just to cause more headache. 

4 hours ago, FletcherHonoroma said:

Pepperbox - MAP06 (Updated)

  • Tweaked item and enemy placement for each difficulty setting.
  • Added a secret.
  • Changed a few enemy encounters, etc.

Hopefully, that's all good.

You must be very pleased, @Yop, with the speed at which your community wad is culminating. Might I suggest, and perhaps it is not my place to say, but adding a title card of sorts as well as some images of the already completed maps to the original post to possibly pique the interest of potential mappers. As silly as it may sound, a title card and some images gives would-be mappers the confidence that this isn't one of those dime a dozen community wads which never come to fruition like Xaser mentioned. 

1K1K_MAP06_UPDATED.zip

This map was really fun. I don't really have a problem with the opening Vile fight but I'm a bit of a psycho when it comes to not missing shots. One suggestion for HNTR or HMP would be to double up the rockets for that fight. Just stack an extra set over the others and remove them from UV difficulty. That'd be more than enough for the less efficient players. I really liked the crusher addition. I think that makes the room pretty threatening with the Baron fight. One thing I would suggest for that part would be to bring the ceiling down a bit so the crusher doesn't have such a long recoil phase.

4 hours ago, Tangra666 said:

@FletcherHonoroma really cool idea.

 

I just did a minor but very useful update to my map that will improve the gameplay. I'm not going to post a new link, instead i updated the old post above. I was attempting saveless UV runs, failing miserably at the final fight, and getting knocked in the death pit by one of the corner techno lamps that are just below the walkway. When i was trying to strafe over the edge, since Crispy plays with infinite height, i kept hitting the thing and getting thrown down to my death. So now the floor lamps are removed and replaced with sector lamps (as shown in the pic below) that will no longer knock you in the toxic pit and that gives the player much more freedom of movement of what is already pretty tight scenario at the end. 

 

  Reveal hidden contents

DmMceMA.png

 

I guess i'm going to test some other maps now.

 

On a second thought, here's the updated link here as well, just in case: https://www.mediafire.com/file/0x3cugbc8iwrnbr/Cosmic.wad/file

I'm glad you removed the third Pain Elemental from the upper fight because that was making me go a little unhinged. Overall the map is really fun and I like the midi selection. The pits are really frustrating but the map is so small and punchy that you can really get away with it because you're not losing a ton of progress. The final ambush is pretty cruel but you've provided plenty of ammo to blast through it all.

On 8/24/2023 at 3:19 PM, SG. said:

MAP NAME: Locked-in Paranoia

NUM: 16
SONG USED: "Battle B1" from SMT IV
CUSTOM TEXTURES: none
DOWNLOAD: Link (v2)

 

P.S. I have played MAP19 just a few minutes ago, and my map can be a bit too much for slot 16, maybe you want to throw it in one of the secret ones if needed. Also even through blue key fight is not slaughter, its pretty cramped, so it may be considered as a slaughter for 1k x 1k, depending on definition, and cuz of that Im not really sure is it fine or not

So, if you want I may do some balance changes

I was banging my head over this one because I hadn't figured out the fights, but after I unlocked the mystery of "make the fucking imps hit the vile and save your ammo" everything fell into place. I did have to save before the blue key fight but I think everything should be do-able in a single segment even for a moderate-skilled player like myself. I really liked that secret placement, that was fun to discover and the goodies are actually super useful. I would say the blue key fight is a bit of a grind but I'm sure I could have played it better. While I agree that it may be too much for a Map16 slot but I don't really want to see this map change very much. It's really fun. 

Edited by ABearInThaWoods

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I am going to play mine and try to figure out what I could add.

I think throwing a mancubus in would be a good idea.

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and that's that! here's the title screen with assets all in place.
Very simplistic but you're only gonna be seeing it like once lmao so i'd say it ain't that big of a deal.

Spoiler

image.png.acb641c7505bdc3a5fd75556ba47f2e2.png

 

Edited by Yop

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Here's a first "finished" candidate for MAP09. If it's too hard or considered slaughtery I have no problem with tuning down the difficulty.

NOTE: it currently occupies MAP01 because I'm lazy and couldn't be bothered.

 

Title: Naked And Screaming

Song: "Stengah" by Meshuggah, shamelessly stolen from Flotsam.wad

Textures: Vanilla

 

1k1k-MAP09.zip

 

Spoiler

Screenshot_Doom_20230825_220913.png.edbebc3b24dc2e5d630732d1c9e84146.png

 

Edited by Gothic Box
added pic in spoiler

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6 hours ago, ABearInThaWoods said:

I'm glad you removed the third Pain Elemental from the upper fight because that was making me go a little unhinged. Overall the map is really fun and I like the midi selection. The pits are really frustrating but the map is so small and punchy that you can really get away with it because you're not losing a ton of progress. The final ambush is pretty cruel but you've provided plenty of ammo to blast through it all.

 

Absolutely, i wasn't sure how that fight will play out, even when i did a few test runs myself. But eventually it got frustrating and way too random. With the two pain elementals, things can still get nasty, but if you're not too aggressive, and just remain in the top walkway, you'll be protected there from any lost souls, since they can't go through the bars. You can even shoot a few rockets from up there and kill one (sometimes the two elementals) before any souls reach the bars. If you want to speedrun though, then the strategy i found more successful, is to step down on the platform where you get the SSG and then strafe run to the right, go up the steps to where the soulsphere is, to give yourself more room to fight them up close... of course you have to stay away from the sphere, because that will trigger the last encounter. Speaking of which, for the last fight my best strategy is to remain near the little cage with the soulsphere and take out the revenants on the top first, while avoiding the archvile behind the metal polls. After that, if you're lucky, the archvile can get close below you, and you'll be out of his line of sight when dealing with the mancubi. But when it's time for the archvile, you have to jump down and fight him, shooting him from the upper platform was a nightmare for me. Also, removing the techno lamps from the corners, really improved movement around those corners... i was knocked in the pit by the lamps so many times, and i'm glad i did, so i can fix that flaw.

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59 minutes ago, yourlocalchef said:

Alright... Now that I've got a handle of the rules...

 

[Death Rattle Map12]
[Shadow Temple Z:OOT]
[Vanilla Textures]
 

deathrattle.zip

Nice map and midi selection, however it's in boom format instead of limit removing so you get softlocked on complevel 2. Also the midi isn't properly implemented due to map12 using D_THEDA2 instead of D_RUNNIN but that's easily fixed (thank you doomwiki.org)

 

Speaking of issues with complevel 2, my submission has broken linedef actions in complevel 2 as well, despite it being doom 2 format. kinker31 from the entryway discord also noted HoMs in chocolate doom. I don't have previous experience mapping for limit removing, only UDMF and boom (my beloved) so I have no idea what's causing the linedef issues.

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2 hours ago, Gothic Box said:

Here's a first "finished" candidate for MAP09. If it's too hard or considered slaughtery I have no problem with tuning down the difficulty.

NOTE: it currently occupies MAP01 because I'm lazy and couldn't be bothered.

 

Title: Naked And Screaming

Song: "Stengah" by Meshuggah, shamelessly stolen from Flotsam.wad

Textures: Vanilla

 

1k1k-MAP09.zip

 

  Hide contents

Screenshot_Doom_20230825_220913.png.edbebc3b24dc2e5d630732d1c9e84146.png

 

 

I love the abstract theme and visuals, as well as the the lighting. I think the look of the map is very polished. The beginning is very strong too. It's always fun to use cyber turrets to kill stuff for you (except when you accidentally strafe into one of his rockets :D). Unfortunately, i got stuck. The map is quite hard and i had to play with saves, to get a grip on how to deal with some of the fights. I thought the teleporting imps and the two revenant turrets are a bit cramped, i always ended up without room to move, but sometimes i would get lucky and kill one of the revenants, before too many imps spawn, so i was then able to position myself over the destination teleport and block one of the sides from spawning more imps. That made it more manageable, but most of the time, i got wrecked in there. :D I'm guessing the green armor is a secret that i can get early on, because there's also a blue armor behind the blue key blockade. When i got to the point where i can collect the blue key. This is where i got stuck, after i cleared the pinkie/hell knight ambush, i saw the blue key had lowered and i got but died to a cyber rocket, on the next i cleared the pinkies and HK again, but the blue key platform didn't lower. So i thought i'd ask you first, before i continue with the map. Did i press something to lower it first time? Because i don't remember, and i was looking around the second time with no success. Looking forward to playing the rest of it. I just have to make sure the blue key issue wasn't a soft lock.

 

1 hour ago, yourlocalchef said:

Alright... Now that I've got a handle of the rules...

 

[Death Rattle Map12]
[Shadow Temple Z:OOT]
[Vanilla Textures]
 

deathrattle.zip

 

Loved it from start to finish, wasn't too hard, but not too easy either. You nailed the hell-tech theme. The layout is simple but effective, and i appreciate the use of elevation, and going up and down to solve the small puzzle to get to the exit, while triggering more fights in the process. There are only two very minor issues that can be easily solved. A missing texture next to the berserk pack:

 

Spoiler

hRZHgeN.png

 

VhKFJDT.png

 

The other thing was a missing revenant. Once i was done and ready to exit, i could still hear him through the walls, but he never teleported in. Maybe he's part of a secret? Which reminds me, you can place the monster closets further away from the playing field, so the player doesn't hear them.

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I have fixed errors that people have mentioned as well as tweaked up the difficulty a bit and added more texturing/decorations. Only thing is for converting the format to limit-removing I have never used this format and have never converted formats before. Anyone have a guide or an answer they can provide?

 

EDIT:I think I figured it out.

 

As for HoMs. Not a clue what could be causing it. Only thing I can think of might be that I have a floor extended beyond ceilings so they take more time to lower?

 

Edited by yourlocalchef

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@Yop I did final updates to my map, i don't expect to make any more changes. The gameplay remains the same, it's purely a cosmetic update. I fixed two misaligned textures, one sector had a different bright level than intended, and i added an "Exit" sign over the switch that reveals the exit teleport.

 

Map 17: "Cosmic Horror" 

MIDI: The Prodigy - Spitfire

Textures: SpaceSky from 32in24 15 v2 texture pack. Everything else is vanilla Doom 2 stuff.

Download: https://www.mediafire.com/file/uukzz6g7bkbdiou/CosmicV2.wad/file

Edited by Tangra666

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Man everyone. This wad is being churned out. Gonna dip my toes into youtube recording for these so people can see how they play and make changes based off of that.

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1 hour ago, yourlocalchef said:

Man everyone. This wad is being churned out. Gonna dip my toes into youtube recording for these so people can see how they play and make changes based off of that.

Videos are always better then just words.

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Just going through the maps submitted thus far (I'll try to go through all of them over the next 24 hours) and began with this one as it was the most recently updated. I'll just update this post rather than clog up the rest of the pages.

@Tangra666 - MAP 17 - Cosmic Horror
 

Spoiler

Firstly, I'd like to say I really enjoyed this crackerjack arena. The limited footing makes for some tense moments, but it never feels too harsh - just enough to always keep you on your toes. The setting of a radioactive plant in space is fun - very Doom. The monster encounters are all as fun and inventive as the setting, with each one ramping up the excitement, with the exception of the Archvile on the catwalk behind the bars, on first playthrough it felt a little cheap given the scant cover and no time to react, and on subsequent playthroughs it was a little tedious I'm afraid to say. I'm not sure how practical it would be to implement, but an invisible wall around the Archvile which lowers, may give the player some better warning, or perhaps simply a little more cover. I also think another exit port out of the catwalk would greatly benefit the following fight, it's a little too easy to become boxed in by all the Cacodemons and Pain-Elementals. As for other suggestions, maybe a small island platform that a brave player may strafe-jump to for a reward?
The final fight is a blast, and the walls slowly lowering to reveal the exit is a fun way to make sure players can't skip that fight. Perhaps you could use that lowering wall tag to stagger the enemy teleportation. E.g. revenants teleport in, five seconds later the Mancubus and Cacodemons teleport in, and then finally the Archvile teleports in.
I apologise if it sounds like I'm being too critical, if I am, it is only because I like the map so much. What you've got is a really great map already and a clear knack for mapping.
And using a track by The Prodigy is a nice touch, but maybe with all those Archviles running around, Firestarter would've been more appropriate lol.


@yourlocalchef - MAP 12 - Death Rattle
 

Spoiler

A fun map reminiscent of Mouldy's Going Down wad. The fights are fun if a little overwhelming, but there's sufficient ammunition to blast through them. The progression did leave me a little bewildered. I spent a while trying to find what to do next, and had to resort to using a map editor to find out where to go next. Some more sign postage would be greatly appreciated because it's a little obscure. Another note is that I was unable to play this is in Crispy Doom. The Line Def's with Tags 6 and 7 do not work in limit-removing ports.
Otherwise, this map is good fun and uses its limited space well. Nicely done.


@Gothic Box - MAP 09 - Naked & Screaming

 

Spoiler

I knew I was in for a treat the moment I saw that screenshot. A Ribbiks vignette, surely inspired by Crumpets. Its design and conceit is perfect for the snug map size imposed by the rules and it's a visual masterpiece. You've simply knocked it out of the park with this one. I suppose if I must make a criticism it's that I only happened upon the teleporter by chance, some extra clues nearby may make it more obvious.
But a really, really excellent map.

And what a title.


@Raith138 - MAP 19 - Caverns of Despair
 

Spoiler

A great Map 19 and tougher than it first appears. You've made great use of the whole space available and designed a map which doesn't feel like it's bound by any limitation. The ambushes although simple are neatly made more difficult by the minimal ammunition and equipment which means you have to play smarter.
I haven't got any criticisms for this map, the fights while a little simple, are fun and the progression is clear. Nice one.

 

@Raith138 - MAP 01 - River of Blood
 

Spoiler

Another nice map that really knows how to make the fullest of the space available. Maybe it's just the marbled Hell setting, but it gave me flashbacks of Sigil (in a good way.) The progression is once again clear and moves along at a nice pace all punctuated with fun ambushes and set pieces. The Archvile sting at the end really comes out of nowhere and caught me off guard. A great opening map that nicely paves way for more to come.


@yourlocalchef - MAP 13 - Infested Library
 

Spoiler

More Mouldy/Going Down-esque visuals by way of JCP's Toooooasty. The gameplay is tough, and the severe health distribution brings to mind McGee's Hell Beneath, in fact the opening itself reminds me of The Crusher's similar opening. I think a little extra health after being so roughed up by that opener wouldn't hurt.
The Archvile-Mancubus double team is definitely an interesting fight, but getting to cover before getting lit up is a bit of a gamble. I otherwise really enjoyed that, and found it to be an intelligent pairing of monsters that aren't often seen together. The Mancubus' size becomes an obstacle that you cannot hide behind. Really great.
Unfortunately, I discovered that the door after that fight doesn't work in Limit-Removing ports. The door ought to be tagged and probably given Action 31 instead.
A really cool map, that could benefit from a little balancing.


@Higo Doragon - MAP 11 - Rocket Gardens
 

Spoiler

Superbly crafted fights which uses just a handful of monsters varieties in an intelligent manner rather than bloating the cast. A clear idea executed in the best way possible. Just excellent. I wish I could say more, but it would only be superfluous. 


@Yop - MAP 02 - The Imp's Eulogy
 

Spoiler

A really nice Underhalls-like map. The gameplay's fun and I particularly enjoyed the exit fight. Perhaps just some extra shells (or maybe even a Berserk instead) for the Revenant + Archvile ambush. You can easily run out of shells there. That aside, it's a fun map. Nice one.

 

Edited by FletcherHonoroma

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2 hours ago, yourlocalchef said:

I have fixed errors that people have mentioned as well as tweaked up the difficulty a bit and added more texturing/decorations. Only thing is for converting the format to limit-removing I have never used this format and have never converted formats before. Anyone have a guide or an answer they can provide?

 

EDIT:I think I figured it out.

 

As for HoMs. Not a clue what could be causing it. Only thing I can think of might be that I have a floor extended beyond ceilings so they take more time to lower?

deathrattleV2.zip

Music has this air of unease i love it, the whole map carries an eerie vibe too. good work!

 

11 hours ago, Gothic Box said:

Here's a first "finished" candidate for MAP09. If it's too hard or considered slaughtery I have no problem with tuning down the difficulty.

NOTE: it currently occupies MAP01 because I'm lazy and couldn't be bothered.

 

Title: Naked And Screaming

Song: "Stengah" by Meshuggah, shamelessly stolen from Flotsam.wad

Textures: Vanilla

 

1k1k-MAP09.zip

 

  Reveal hidden contents

Screenshot_Doom_20230825_220913.png.edbebc3b24dc2e5d630732d1c9e84146.png

 

very very good work. music flots my sams and the gameplay is nice and challenging seems to be a reoccurring theme 

Edited by Yop

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Yeah this is going fast!  I love seeing the work so far.  Helps the scope is so restrictive.  I'm hoping to post a draft tomorrow or Monday.  I'm using the resticed space but making it a lot more vertical lol

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@Raith138

The Good:

I like the variances in lighting and indoor/cave. The theme is consistent overall. Use of the torches gives it added level of panache. Short and sweet spelunking.

 

The Improvement Recommendations:

First, single shotgunning mid-tier enemies gets old pretty quick. It's generally fine for one or two like you have in the map. I prefer to shoot my way up to that one or two mid-tier enemy that guards a SSG. In this map it isn't bad per se, however, having a Caco followed by two revs in the same corridor that the end fight occurs with like 6 revs doesn't vary the combat much. I was thinking, well I just had to single shotgun two revs in this corridor now I just have to SSG even more revs in this corridor again, using the exact same wall strategy as I did previously. I'm not very skilled at combat encounters myself so take this with a grain of salt but what I like to look for--and you have in this map--open spaces means place Caco's there. Places with height variances are great for them not so much in tight corridors. You have an outdoor section that would be perfect to warp in some Cacos maybe on the way back for the exit WITH the SSG. That wall drop had a single poor pinky behind it that seemed like he was just meant to get chopped (sadly). I personally like pinkies in tight spaces where they can get to the player OR in larger numbers to have some level of overwhelming odds to overcome. In this case, having a few pinkies behind the drop down wall would be interesting maybe even with the hell knight at the front to soak up damage and continue to limit space while the pinkies come for you. With the single shotgun I also like to shoot the shot gunners as they are threatening low-tier enemies.

 

I enjoyed the map overall. It was a fun little romp through some caves. The value in watching video that I think works well for me is basically just watching where the player is on the map and looking at their health and ammo. Ammo too high/low? add more enemies/remove enemies/add or remove ammo drops. Health too high/low? Tweak it to remove/add health pickups or add/remove enemies. Then play test it to see how it feels: tweak, test, etc. I saw somewhere posted on here that stuck with me: level design in Doom at its core is a balance of draining(health&ammo levels) vs. lethality (how difficult encounters are) and solid maping has to do with swinging maps back and forth between them without being too punishing or too easy (unless you're going for difficulty or lack thereof). I am not good at this still but I try to think about it a bit when I'm mapping, sometimes I don't. Hope this helps.

 

Anyways that's my two sense. And here is my first youtube video.

Edited by yourlocalchef

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I think you played the old version because the pinkies were replaced with a mancubus.

Also I think you played on HMP right?

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13 hours ago, Gothic Box said:

Here's a first "finished" candidate for MAP09. If it's too hard or considered slaughtery I have no problem with tuning down the difficulty.

NOTE: it currently occupies MAP01 because I'm lazy and couldn't be bothered.

 

Title: Naked And Screaming

Song: "Stengah" by Meshuggah, shamelessly stolen from Flotsam.wad

Textures: Vanilla

 

1k1k-MAP09.zip

There are 2 chaingunners (near the trio of others, on the way to the rocket launcher), that can't be lowered. In vanilla (unlike the boom), if monster hitbox is in the ceiling, sector won't move at all (plus i haven't really seen any tags assigned to the sector in udb)

Didn't saw anyone mention it, so if you didn't notice the bug yet, here you go :), other than that, a really good map

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@FletcherHonoroma don't worry about it, you're not being harsh at all, and i'll never get ofended by an honest opinion. As it stands, i'll probably won't make any more changes to the map, but i 100% agree that some secrets or parkour rewards will make the concept much better, and i wanted to make something of that sort, but i couldn't come up with anything interesting with the space i had left to work with, which is the death pits.

From the platform where the SSG is, you can strafe jump to the oposite walkway, and fight the elementals and cacos out in the open, which is quicker, but more dangerous. Or you can stay inside the top platform to shield yourself from the lost souls, which was my strategy while doing saveless runs. The top archivile behind the bars, is an exercise of precice movement under pressure. You have to hide behind the metal poll where the steps are, or jump down and use the central area as cover, but it will be much more difficult to kill him from there. 

 

It's funny you mentioned Firestarter, because that song is the reason i've looked up for any Prodigy midis in the first place. The one i ended up using is from freemidi.org, and i really like it, but it is too short and repetitive to be used i a normal sized level, but here it fits perfect. There are a handful of Prodigy tracks in that website, but sadly no Firestarter. Not a big loss though, i'm not sure at all if it's going to sound any good.

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@Tangra666 Glad to hear that. As it is, I really enjoyed your map - a real corker of a Map 17. 

7 minutes ago, Tangra666 said:

 

It's funny you mentioned Firestarter, because that song is the reason i've looked up for any Prodigy midis in the first place.

Lol I don't think Firestarter would sound too great if it were made into a midi, maybe I'm wrong. Spitfire is a nice choice though.

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13 hours ago, Gothic Box said:

Here's a first "finished" candidate for MAP09. If it's too hard or considered slaughtery I have no problem with tuning down the difficulty.

NOTE: it currently occupies MAP01 because I'm lazy and couldn't be bothered.

 

Title: Naked And Screaming

Song: "Stengah" by Meshuggah, shamelessly stolen from Flotsam.wad

Textures: Vanilla

 

1k1k-MAP09.zip

 

  Reveal hidden contents

Screenshot_Doom_20230825_220913.png.edbebc3b24dc2e5d630732d1c9e84146.png

 

I tried recording your map but because of how bad I am at Doom I kept dying in the rev pit with the SSG. The beginning was fun punching everything. One issue I found was that I was able to pickup the rocket launcher and not trigger the blue key platform.

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12 minutes ago, yourlocalchef said:

I tried recording your map but because of how bad I am at Doom I kept dying in the rev pit with the SSG. The beginning was fun punching everything. One issue I found was that I was able to pickup the rocket launcher and not trigger the blue key platform.

 

Yes, same thing happened to me, and i think the sector where the rocket launcher is, that is suppose lower the blue key is a bit small. You really have to hug that corner wall when you collect the rocket launcher. Once i figured that out i was able to beat the map with many saves. Really good challenge map.

One more exploit i discovered. When you collect the SSG and get trapped in the imp/revenant pit... you can hit the switch that raises the floor without waiting for the pillar to lower, because the pillar is a bit thin i think. It's still very hard to escape that fight, but with some luck, you can skip it. 

Edited by Tangra666

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1 hour ago, yourlocalchef said:

I tried recording your map but because of how bad I am at Doom I kept dying in the rev pit with the SSG. The beginning was fun punching everything. One issue I found was that I was able to pickup the rocket launcher and not trigger the blue key platform.

I'll be tweaking the SSG fight, a few people think it's too cramped and I agree. I'll be addressing the RL issue farther down in this post.

2 hours ago, SG. said:

There are 2 chaingunners (near the trio of others, on the way to the rocket launcher), that can't be lowered. In vanilla (unlike the boom), if monster hitbox is in the ceiling, sector won't move at all (plus i haven't really seen any tags assigned to the sector in udb)

Didn't saw anyone mention it, so if you didn't notice the bug yet, here you go :), other than that, a really good map

I forgot about those guys, whoops lol

12 hours ago, Tangra666 said:

 

I love the abstract theme and visuals, as well as the the lighting. I think the look of the map is very polished. The beginning is very strong too. It's always fun to use cyber turrets to kill stuff for you (except when you accidentally strafe into one of his rockets :D). Unfortunately, i got stuck. The map is quite hard and i had to play with saves, to get a grip on how to deal with some of the fights. I thought the teleporting imps and the two revenant turrets are a bit cramped, i always ended up without room to move, but sometimes i would get lucky and kill one of the revenants, before too many imps spawn, so i was then able to position myself over the destination teleport and block one of the sides from spawning more imps. That made it more manageable, but most of the time, i got wrecked in there. :D I'm guessing the green armor is a secret that i can get early on, because there's also a blue armor behind the blue key blockade. When i got to the point where i can collect the blue key. This is where i got stuck, after i cleared the pinkie/hell knight ambush, i saw the blue key had lowered and i got but died to a cyber rocket, on the next i cleared the pinkies and HK again, but the blue key platform didn't lower. So i thought i'd ask you first, before i continue with the map. Did i press something to lower it first time? Because i don't remember, and i was looking around the second time with no success. Looking forward to playing the rest of it. I just have to make sure the blue key issue wasn't a soft lock.

For some reason quite a few linedef triggers are broken in -cl2 (yet work fine in -cl9 despite the map not being boom format). I'm unfamiliar with the intricacies of -cl2 so I might be troubleshooting this for a while. Expect an updated version with bug fixes and tweaks SoonTM 

 

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