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[MBF21] Firerainbow (RC2)


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4 minutes ago, Andrea Rovenski said:

the last shot looks incredible!! Really cool looking stuff here. 

[-Rainbow Road Intensifies-]

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This was a fun project and a great learning experience working with MBF21 format.

There are jewels in this set!

Edited by DeetOpianSky

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3 hours ago, CblBOPOTKA said:

 

With or without TAS?

Map containing beatu and greatness monster basically intends -fast paramets with Tas without just practice skill.

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Wow this was a really fun and cool experience.

Personally I had to stop because it was too heavy on the eyes but I recommended it towards all my friends!
Real amazing stuff here!

also I have to ask.

I sometimes mess around with noclip and godmode
is it intentional that some enemies we're just randomly in the walls
I don't remember which level but there is one with a crazy amount of caco's in it

Edited by ITaannl09

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Firerainbow7xf816.zip                                                                                                                                                                                                                    

Spoiler

 

 

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13 hours ago, ITaannl09 said:

Wow this was a really fun and cool experience.

Personally I had to stop because it was too heavy on the eyes but I recommended it towards all my friends!
Real amazing stuff here!

Glad you enjoyed and also glad you took a break.

13 hours ago, ITaannl09 said:

I sometimes mess around with noclip and godmode
is it intentional that some enemies we're just randomly in the walls
I don't remember which level but there is one with a crazy amount of caco's in it

I assume you mean the moster closets outside of the map - they are supposed to teleport in after certain actions you do in the map. In this map format it's impossible to summon enemies from thin air, so they are supposed to be somewhere in the map first.

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1 hour ago, Petyan said:

Glad you enjoyed and also glad you took a break.

I assume you mean the moster closets outside of the map - they are supposed to teleport in after certain actions you do in the map. In this map format it's impossible to summon enemies from thin air, so they are supposed to be somewhere in the map first.

Ahh okay lol. I'm new to custom doom wads so I was wondering why but this is very informative since I'm very interested in the process that consists of making maps!

 

 

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Time to play, been hyped for this one for a while :)

Edit: I get a lot of HOM's and what not on map 3, is this a software vs opengl thing or a bug? i tried testing both options and the worst ones was still there. Not sure if i have to exit the game for the change to take effect? Which i didn't test. Maybe someone that knows more about this stuff could inspect map 3. (I really don't want to be annoying and risk making a false bug report, but i also figured i might mention it anyway just incase :) ).  The map itself is my fav so far, very 80s game vibes. 

Edited by natashanightmare

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4 hours ago, natashanightmare said:

Time to play, been hyped for this one for a while :)

Edit: I get a lot of HOM's and what not on map 3, is this a software vs opengl thing or a bug? i tried testing both options and the worst ones was still there. Not sure if i have to exit the game for the change to take effect? Which i didn't test. Maybe someone that knows more about this stuff could inspect map 3. (I really don't want to be annoying and risk making a false bug report, but i also figured i might mention it anyway just incase :) ).  The map itself is my fav so far, very 80s game vibes. 

Glad you enjoyed it and thanks for playing!

All HOMs are intentional for both 3 and 5.

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After slightly more than a week the RC2 is out!

Changelog:
 

Spoiler

All of the maps now have coop starts.

 

MAP03:
Some texturing/node builder fixes.

 

MAP05:

Now has a blue key on lower difficulties.

Some texturing/node builder fixes.

 

MAP06:

The secret fight is a bit easier to find now.

Added a small ammo secret in the last arena.

 

MAP31:

Now has a photosensitivity warning.

 

If no other bugs/issues are found this version is considered final.

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  • 2 weeks later...

And we hit idgames! - Link.

Thanks everyone who played and participated, hope your eyes didn't fall off your eyesockets after playing this.

Also, very intrigued to see if anyone is going to use any of the recolors in their own projects - might be interesting these textures in a less (or more) experimental mapset.

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  • 4 weeks later...

Total n00b question, when does this become available on DSDA for demo submissions?

 

I've seen some TAS vids floating around YT and whatnot.

(As well as this thread!)

Edited by DeetOpianSky

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On 11/13/2023 at 7:13 PM, DeetOpianSky said:

Total n00b question, when does this become available on DSDA for demo submissions?

Whenever someone records a demo and posts it either in the misc. thread or records a demo and makes a separate thread, and since it's final - anyone can do that.

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  • 1 month later...

I love the flashy colors and lighting, and the music is simply AMAZING. Seriously soooo good. Map 03's track could've been a hit Billy Idol song, and Map 04's would've been right at home in a Contra game.

 

This wad is just pure fun. :D

 

I couldn't get past the Lady Eye stage without using cheats. Gets very slaughter mappy the deeper you go into the wad.

 

Edited by QuaketallicA

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