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[COMMUNITY PROJECT] (MUSICIANS NEEDED) Amalgoom, Combining Doom 1 and 2


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Just now, DankMetal said:

What the hell is going on here

guy offered us money to help with commissions but changed his mind  because we use Boom format and it'll hurt his portfolio dirversity

he literally rose our hopes man

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35 minutes ago, sandwedge said:

wait this is a boom wad?  sorry I don't invest in boom wads.  you'll have to find someone else.

Oh, so it was a "prank" afterall? I guess i had to see it coming from a mile. No one goes to the internet and says "Oh, i will give money to a complete stranger who's begging". But it was my bad for falling on something like this and hype it out. It's incredible how i can keep fallinf for this like a child, lol.

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On 11/9/2023 at 12:02 AM, PinkKittyRose said:

Biggest gameplay change is adding some quality of life for backtracking secret hunters and for anyone who may end up falling from a certain timed segment. A couple shortcuts open up when completing certain fights to make the walk back go much smoother and quicker.

...Turns out this particular change broke a later obstacle pretty badly in DSDA-Doom, so I did some tweaks and fixed it.

 

I was not really expecting to toss out another version update just yet, but considering said bug makes one of the obstacles difficult to impossible to clear in DSDA, yeah...

 

Well uh, have a version that also includes co-op and deathmatch on top of fixing the above issue I suppose! All that is really left is implementing the remaining difficulties and throwing in some extra goodies for co-op.

 

@DoomGappy it is a little silly I have to do this again, but uh... disregard previous version, this is the one to test. Only ran into the bug tonight while I was doing a DSDA software sweep for slimetrails.


[FINISHED MAP MOVED TO DRIVE IN THREAD OPENING POST]

 

Edited by PinkKittyRose

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2 minutes ago, PinkKittyRose said:

...Turns out this particular change broke a later obstacle pretty badly in DSDA-Doom, so I did some tweaks and fixed it.

 

I was not really expecting to toss out another version update just yet, but considering said bug makes one of the obstacles difficult to impossible to clear in DSDA, yeah...

 

Well uh, have a version that also includes co-op and deathmatch on top of fixing the above issue I suppose! All that is really left is implementing the remaining difficulties and throwing in some extra goodies for co-op.

 

@DoomGappy it is a little silly I have to do this again, but uh... disregard previous version, this is the one to test. Only ran into the bug tonight while I was doing a DSDA software sweep for slimetrails.

 

AmalgoomMap24.zip

Woah! Deathmatch? Imagine playing deathmatch in this map, you would be searching players for hours around the map. I have to test it with that mode

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2 minutes ago, DankMetal said:

Woah! Deathmatch? Imagine playing deathmatch in this map, you would be searching players for hours around the map. I have to test it with that mode

I fear no man, but that thing, it scares me

 

By the way i can help with deathmatch test

Edited by SpaceCat_2001

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4 minutes ago, DankMetal said:

Woah! Deathmatch? Imagine playing deathmatch in this map, you would be searching players for hours around the map. I have to test it with that mode

Ahaha, ah nah it is not using the main map itself due to exactly that issue. Normally I would just segment off a particular portion of a map and have that used, but I decided to make a little off-to-the-side Deathmatch only area.

It is nothing much, just a circle of carnage with a SSG in the middle and some thin walkways to lead to other goodies. Captures the visual flavour while offering something more... playable.

 

But hey, if you fancy a whole lot of falling into nukage and dying a mostly quick and painful death...!

Edited by PinkKittyRose

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16 minutes ago, PinkKittyRose said:

...Turns out this particular change broke a later obstacle pretty badly in DSDA-Doom, so I did some tweaks and fixed it.

 

I was not really expecting to toss out another version update just yet, but considering said bug makes one of the obstacles difficult to impossible to clear in DSDA, yeah...

 

Well uh, have a version that also includes co-op and deathmatch on top of fixing the above issue I suppose! All that is really left is implementing the remaining difficulties and throwing in some extra goodies for co-op.

 

@DoomGappy it is a little silly I have to do this again, but uh... disregard previous version, this is the one to test. Only ran into the bug tonight while I was doing a DSDA software sweep for slimetrails.

 

AmalgoomMap24.zip

Alright, I'll try to get to it asap. I have to prepare myself mentally for it ahhahaha.

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On 11/9/2023 at 2:21 AM, Johnny Cruelty said:

 

 image.png.09caf19b03c5dfc143c71420fbf766fe.png

This logo has grown so much on me since I've seen it the first time, that I think it should be the shareware episode's titlepic.

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7 hours ago, Johnny Cruelty said:

e

fr we need money, FAST!

 

@DoomGappy hmmmm hey spare some cash?


I'm a teacher in south america, my money is worth nothing in dollars. Sorry, but I can't help with this. 

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About the art and stuff, We had some artists draw stuff. Should we really be focusing on fancy stuff when things haven't been finished yet, and most importantly, when we have talented people here who are willing to spend their time and energy to provide us with something they did out of pure love and dedication just to get a big name onboard? I'm very against this, at least for now. We should invest in the people we have, and if you want to hand out money, we can all chip in and send some of our dough their way. I think everybody should be more down to earth about the expectations for their first or second community projects. Sorry if I sound like a grumpy old man.

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58 minutes ago, DoomGappy said:

About the art and stuff, We had some artists draw stuff. Should we really be focusing on fancy stuff when things haven't been finished yet, and most importantly, when we have talented people here who are willing to spend their time and energy to provide us with something they did out of pure love and dedication just to get a big name onboard? I'm very against this, at least for now. We should invest in the people we have, and if you want to hand out money, we can all chip in and send some of our dough their way. I think everybody should be more down to earth about the expectations for their first or second community projects. Sorry if I sound like a grumpy old man.

Yeah, weren't there efforts by some people to draw art for the game? I thought that looked fine.
A commission wouldn't be a bad idea, but I wouldn't get so hung up about it.

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Uploaded a new version of MAP08 to the drive. Fixes minor bugs and monsters going places they shouldn't. Also added more ammo here and there and multiplayer stuff.

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Ok, update time and also reviews of all the maps I've played. This is my personal and subjective view.

 

Map list

Spoiler

Completed maps already submitted and playtested (13). If your name is here, you probably got a video of me playing your map pointing out things like texture choice or alignment in your DMs. Report if needed.


Map01 - Johnny Cruelty

Map02 - Johnny Cruelty

Map03 - Johnny Cruelty and SpaceCat_2001

Map04 - EagerBeaver

Map06 - SpaceCat_2001

Map07 - Kasgen

Map08 - DankMetal and Cutman

Map09 - Rorix

Map10 - SpaceCat_2001

Map13 - DankMetal

Map16 - GermanPeter

Map17 - Max-ko-khan

Map18 - DankMetal

Map20 - Cutman

Map30 - Walter confetti

 

Completed maps not yet playtested (0). If you map is here, it will be playtested soon. 

 

Completed maps not submitted to drive folder yet (0). If your name is here and you can't access google drive for some reason, send the map in my DMs and I'll upload it there.

 

Maps with status pending (1). Maps that mappers still haven't reported on. 

 

Map22 - @Logamuffin

 

Work in progress maps (13). If your name is here, please report the status of your map quoting this post. I'll add three categories next to the level according to the response I get, "Starts mapping soon", "In progress" and "Finishing touches". 

 

Map05 - @Rileyx1 - In progress

Map11 - @DoomGappy and @The Royal We - Finishing touches
Map12 - @Track Federal - In progress (60%)

Map14 - @HEXWALKER - Starts mapping soon
Map15 - @EagerBeaver - Starts mapping soon

Map18 - @DankMetal - Starts mapping soon
Map19 - @Kasgen - Finishing touches

Map21 - @mr-around - In progress

Map23 - @Dynaimtekaitorn and @Johnny Cruelty - In progress

Map24 - @PinkKittyRose - Finishing touches
Map25 - @Heretic926 - starts mapping soon
Map26 - @Mystic 256 - In progress (50%)

Map27 - @mr-around - In progress
Map28 - @SpaceCat_2001 @Dankmetal - Start mapping soon
Map29 - @HEXWALKER - Starts mapping soon

 

Open slots (2). Slots available for mappers.

Map31 - No mapper
Map32 - No mapper
 

Warp only maps (2). Bonus maps accessible only through IDCLEV console command.

Map33 - @Individualised - Starting soon

Map34 - @Individualised - Starting soon

 

Map Reviews

Spoiler

Map01 - Johnny Cruelty
Titular map for the project, mixes entryway and Hangar quite nicely. 

 

Map02 - Johnny Cruelty

Underhalls and Nuclear plant had a baby, and it's full of pipes leaking and water everywhere. Can be a bit confusing, but overall nice underground structure. 

 

Map03 - Johnny Cruelty and SpaceCat_2001

Gantlet and toxin refinery meet well in this map full of liquids. There might be something more than meets the eye here.

 

Map04 - EagerBeaver

The Focus and command control meet in a techbase mashup. Props to the cool looking structure and general squarishness of the arenas. It surprisingly doens't feel samey at all. One of the maps I had the most fun playtesting.

 

Map06 - SpaceCat_2001

One of the first maps I playtested, Spacecat created a very fun and bloodpumping map by mixing Central Processing and The crusher. But beware, it may not crush exactly what you expected. 

 

Map07 - Kasgen

A fun dead simple and computer station remix. Pay attention to the hell knight that comes down the stairs, it's funny. A great and fun map, action packed almost non-stop.

 

Map08 - DankMetal and Cutman

Phobos anomally meets tricks and traps. An amazing mix of both maps, where each room is a challenge to be overcome. A highlight!
 

Map09 - Rorix

The pit and Military base's love child, I couldn't ask for a more delightful map. I'ts mostly the pit in dna, but the pit was already a pretty interesting map. The battle on the lake of nukage is a big highlight. 

 

Map10 - SpaceCat_2001

Spacecat somehow made elements from E1M10, sewers, into something playable. Still, the influence of refueling base is impossible to deny.


Map13 - DankMetal

This is how the city maps of Doom2 should have been. The titular refinery of E2m3 is now a proper refinery, with vats of green nukage surrounding it for treatment. The downton is the rest of the map, which has been invaded by the hordes of hell. Very cool and open level progression that doesn't feel overwhelming. And don't worry, there are some classic arrows on the floor somewhere to guide you on your journey if you get lost.

 

Map16 - GermanPeter

German Peter's Tribute to Halls of the Damned and Suburbs shines brightly. Fairly old school in its architecture but also amazingly done.

 

Map17 - Max-ko-khan
Tenements and Spawning vats is an unusual combination, but Max-ko-khan makes it work greatly in this map. A tension-filled romp. 

 

Map18 - Dank Metal

Absolute banger of a map. I'd recommend everyone to check this out, especially since the shootable switch mechanic now has a purpose. I had a lot of fun with this one.

 

Map20 - Cutman
A fortress surrounded by water. You have to find a way out of this hellish castle. Also one of the most interesting maps to play, a little bit on the longer side, not because of length buit because of difficulty. There is a great battle near the middle of the map, and, well, will something iconic happen here? Reach the end and find for yourself!

 

Map30 - Walter Confetti

Icon of Sin and Dis, two of the greatest boss battles of all time... not! But Walter Confetti turns out a cool map that mixes the tensions of arriving in front of the greatest and most dangerous hellspawns of the underworld with the classic Doom battles we've grown to love, despite their wonkiness. 

 

Edited by DoomGappy

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3 hours ago, GermanPeter said:

Yeah, weren't there efforts by some people to draw art for the game? I thought that looked fine.
A commission wouldn't be a bad idea, but I wouldn't get so hung up about it.

There were many attempts, @DankMetal, @SpaceCat_2001 and @The Royal We expressed interest in drawing up designs and titlepics, if I'm not mistaken. I'm much more partial to using our own talents. 

 

39 minutes ago, Cutman said:

Uploaded a new version of MAP08 to the drive. Fixes minor bugs and monsters going places they shouldn't. Also added more ammo here and there and multiplayer stuff.

Thanks, cutman, will check.

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3 minutes ago, DoomGappy said:

Ok, update time and also personal reviws of all the maps I've played. This is my personal and subjective view.

 

Map list
 

  Hide contents

Completed maps already submitted and playtested (13). If your name is here, you probably got a video of me playing your map pointing out things like texture choice or alignment in your DMs. Report if needed.


Map01 - Johnny Cruelty

Map02 - Johnny Cruelty

Map03 - Johnny Cruelty and SpaceCat_2001

Map04 - EagerBeaver

Map06 - SpaceCat_2001

Map07 - Kasgen

Map08 - DankMetal and Cutman

Map09 - Rorix

Map10 - SpaceCat_2001

Map16 - GermanPeter

Map17 - Max-ko-khan

Map20 - Cutman

Map30 - Walter confetti

 

Completed maps not yet playtested (0). If you map is here, it will be playtested soon. 

 

Completed maps not submitted to drive folder yet (1). If your name is here and you can't access google drive for some reason, send the map in my DMs and I'll upload it there.

 

Map13 - @DankMetal


Maps with status pending (1). Maps that mappers still haven't reported on. 

 

Map22 - @Logamuffin

 

Work in progress maps (13). If your name is here, please report the status of your map quoting this post. I'll add three categories next to the level according to the response I get, "Starts mapping soon", "In progress" and "Finishing touches". 

 

Map05 - @Rileyx1 - In progress

Map11 - @DoomGappy and @The Royal We - Finishing touches
Map12 - @Track Federal - In progress (60%)

Map14 - @HEXWALKER - Starts mapping soon
Map15 - @EagerBeaver - Starts mapping soon

Map18 - @DankMetal - Starts mapping soon
Map19 - @Kasgen - Finishing touche

Map21 - @mr-around - In progress

Map23 - @Dynaimtekaitorn and @Johnny Cruelty - In progress

Map24 - @PinkKittyRose - Finishing touches
Map25 - @Heretic926 - starts mapping soon
Map26 - @Mystic 256 - In progress (50%)

Map27 - @mr-around - In progress
Map28 - @SpaceCat_2001 @Dankmetal - Start mapping soon
Map29 - @HEXWALKER - Starts mapping soon

 

Open slots (2). Slots available for mappers.

Map31 - no mapper
Map32 - No mapper
 

Warp only maps (2). Bonus maps accessible only through IDCLEV console command.

Map33 - @Individualised - Starting soon

Map34 - @Individualised - Starting soon

 

Map Reviews

  Hide contents

Map01 - Johnny Cruelty
Titular map for the project, mixes entryway and Hangar quite nicely. 

 

Map02 - Johnny Cruelty

Underhalls and Nuclear plant had a baby, and it's full of pipes leaking and water everywhere. Can be a bit confusing, but overall nice underground structure. 

 

Map03 - Johnny Cruelty and SpaceCat_2001

Gantlet and toxin refinery meet well in this map full of liquids. There might be something more than meets the eye here.

 

Map04 - EagerBeaver

The Focus and command control meet in a techbase mashup. Props to the cool looking structure and general squarishness of the arenas. It surprisingly doens't feel samey at all. One of the maps I had the most fun playtesting.

 

Map06 - SpaceCat_2001

One of the first maps I playtested, Spacecat created a very fun and bloodpumping map by mixing Central Processing and The crusher. But beware, it may not crush exactly what you expected. 

 

Map07 - Kasgen

A fun dead simple and computer station remix. Pay attention to the hell knight that comes down the stairs, it's funny. A great and fun map, action packed almost non-stop.

 

Map08 - DankMetal and Cutman

Phobos anomally meets tricks and traps. An amazing mix of both maps, where each room is a challenge to be overcome. A highlight!
 

Map09 - Rorix

The pit and Military base's love child, I couldn't ask for a more delightful map. I'ts mostly the pit in dna, but the pit was already a pretty interesting map. The battle on the lake of nukage is a big highlight. 

 

Map10 - SpaceCat_2001

Spacecat somehow made elements from E1M10, sewers, into something playable. Still, the influence of refueling base is impossible to deny.
 

Map16 - GermanPeter

German Peter's Tribute to Halls of the Damned and Suburbs shines brightly. Fairly old school in its architecture but also amazingly done.

 

Map17 - Max-ko-khan
Tenements and Spawning vats is an unusual combination, but Max-ko-khan makes it work greatly in this map. A tension-filled romp. 
 

Map20 - Cutman
A fortress surrounded by water. 

 

Map30 - Walter Confetti

Icon of Sin and Dis, two of the greatest boss battles of all time... not! But Walter Confetti turns out a cool map that mixes the tensions of arriving in front of the greatest and most dangerous hellspawns of the underworld with the classic Doom battles we've grown to love, despite their wonkiness. 

 

Map 20 review is kinda of sad. Map28 is still in it's baby stage though

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2 minutes ago, SpaceCat_2001 said:

Map 20 review is kinda of sad. Map28 is still in it's baby stage though

I had pressed send before finishing it and forgot, edited and will review the rest later. Thanks, Spacecat. 

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1 hour ago, DoomGappy said:

I had pressed send before finishing it and forgot, edited and will review the rest later. Thanks, Spacecat. 

Its just so straightforward, it caught me off guard. From this day onward @Cutman will be known for building a fortress surrounded by water. Cutman you should add it to your rank name. Okay, it's just a joke, map20 is a great map, I loved cyberdemon and mastermind battle, it was so intense! For some reason due to texturing and structure where both bosses resigned, map felt very Celtic

Edited by SpaceCat_2001

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Just now, SpaceCat_2001 said:

Its just so straightforward, it caught me off guard. From this day onward @Cutman will be known for building a fortress surrounded by water. Cutman you should add it to your rank name. Okay, it's just a joke, map20 is a great map, I loved cyberdemon and mastermind battle, it was so intense! For some reason due do texturing and structure where both bosses resigned, map felt very Celtic

I also had so much fun there that I even cheered for them to fight during the playtest. Cutman was probably happy to hear a player's chant of "FIGHT! FIGHT! FIGHT! FIGHT!".

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3 hours ago, DoomGappy said:

Ok, update time and also reviews of all the maps I've played. This is my personal and subjective view.

 

Map list

  Reveal hidden contents

Completed maps already submitted and playtested (13). If your name is here, you probably got a video of me playing your map pointing out things like texture choice or alignment in your DMs. Report if needed.


Map01 - Johnny Cruelty

Map02 - Johnny Cruelty

Map03 - Johnny Cruelty and SpaceCat_2001

Map04 - EagerBeaver

Map06 - SpaceCat_2001

Map07 - Kasgen

Map08 - DankMetal and Cutman

Map09 - Rorix

Map10 - SpaceCat_2001

Map16 - GermanPeter

Map17 - Max-ko-khan

Map20 - Cutman

Map30 - Walter confetti

 

Completed maps not yet playtested (0). If you map is here, it will be playtested soon. 

 

Completed maps not submitted to drive folder yet (1). If your name is here and you can't access google drive for some reason, send the map in my DMs and I'll upload it there.

 

Map13 - @DankMetal


Maps with status pending (1). Maps that mappers still haven't reported on. 

 

Map22 - @Logamuffin

 

Work in progress maps (13). If your name is here, please report the status of your map quoting this post. I'll add three categories next to the level according to the response I get, "Starts mapping soon", "In progress" and "Finishing touches". 

 

Map05 - @Rileyx1 - In progress

Map11 - @DoomGappy and @The Royal We - Finishing touches
Map12 - @Track Federal - In progress (60%)

Map14 - @HEXWALKER - Starts mapping soon
Map15 - @EagerBeaver - Starts mapping soon

Map18 - @DankMetal - Starts mapping soon
Map19 - @Kasgen - Finishing touche

Map21 - @mr-around - In progress

Map23 - @Dynaimtekaitorn and @Johnny Cruelty - In progress

Map24 - @PinkKittyRose - Finishing touches
Map25 - @Heretic926 - starts mapping soon
Map26 - @Mystic 256 - In progress (50%)

Map27 - @mr-around - In progress
Map28 - @SpaceCat_2001 @Dankmetal - Start mapping soon
Map29 - @HEXWALKER - Starts mapping soon

 

Open slots (2). Slots available for mappers.

Map31 - no mapper
Map32 - No mapper
 

Warp only maps (2). Bonus maps accessible only through IDCLEV console command.

Map33 - @Individualised - Starting soon

Map34 - @Individualised - Starting soon

 

Map Reviews

  Reveal hidden contents

Map01 - Johnny Cruelty
Titular map for the project, mixes entryway and Hangar quite nicely. 

 

Map02 - Johnny Cruelty

Underhalls and Nuclear plant had a baby, and it's full of pipes leaking and water everywhere. Can be a bit confusing, but overall nice underground structure. 

 

Map03 - Johnny Cruelty and SpaceCat_2001

Gantlet and toxin refinery meet well in this map full of liquids. There might be something more than meets the eye here.

 

Map04 - EagerBeaver

The Focus and command control meet in a techbase mashup. Props to the cool looking structure and general squarishness of the arenas. It surprisingly doens't feel samey at all. One of the maps I had the most fun playtesting.

 

Map06 - SpaceCat_2001

One of the first maps I playtested, Spacecat created a very fun and bloodpumping map by mixing Central Processing and The crusher. But beware, it may not crush exactly what you expected. 

 

Map07 - Kasgen

A fun dead simple and computer station remix. Pay attention to the hell knight that comes down the stairs, it's funny. A great and fun map, action packed almost non-stop.

 

Map08 - DankMetal and Cutman

Phobos anomally meets tricks and traps. An amazing mix of both maps, where each room is a challenge to be overcome. A highlight!
 

Map09 - Rorix

The pit and Military base's love child, I couldn't ask for a more delightful map. I'ts mostly the pit in dna, but the pit was already a pretty interesting map. The battle on the lake of nukage is a big highlight. 

 

Map10 - SpaceCat_2001

Spacecat somehow made elements from E1M10, sewers, into something playable. Still, the influence of refueling base is impossible to deny.
 

Map16 - GermanPeter

German Peter's Tribute to Halls of the Damned and Suburbs shines brightly. Fairly old school in its architecture but also amazingly done.

 

Map17 - Max-ko-khan
Tenements and Spawning vats is an unusual combination, but Max-ko-khan makes it work greatly in this map. A tension-filled romp. 
 

Map20 - Cutman
A fortress surrounded by water. You have to find a way out of this hellish castle. Also one of the most interesting maps to play, a little bit on the longer side, not because of length buit because of difficulty. There is a great battle near the middle of the map, and, well, will something iconic happen here? Reach the end and find for yourself!

 

Map30 - Walter Confetti

Icon of Sin and Dis, two of the greatest boss battles of all time... not! But Walter Confetti turns out a cool map that mixes the tensions of arriving in front of the greatest and most dangerous hellspawns of the underworld with the classic Doom battles we've grown to love, despite their wonkiness. 

 

@DoomGappy @Johnny Cruelty I'm happy to report that I've started working on my map. It's going to be significantly harder than both Bloodfalls and Unholy Cathedral - in terms of combat, at least. Not sure about how I implement teleporters for now, but I'm definitely will not do what E3M5 did.

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Ok, last update on map 18 before poating it. As Johnny suggested, i added another fight against 2 old foes; yes , this map is a "continuation" of that little story i made for map 8. The cyberbruisers are back in business with a new attraction to kill humans, called "The Cyberbruiser's courtyard of death", that's why you see dead barons all over the level, they are the same ones killed by the cyberbruisers in map 8, now their carcasses serve as decoration. This connection between all of this levels was always present in doom, e2m8 has the dead barons from e1m8 to tell you that this battle will be harder, and courtyard feels like a sequel of tricks and traps with all those rooms with gimmicks. I will not share screenshots this time, nothing has really changed visually, and i want to keep some space for my upcoming wad.

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1 minute ago, DankMetal said:

Ok, last update on map 18 before poating it. As Johnny suggested, i added another fight against 2 old foes; yes , this map is a "continuation" of that little story i made for map 8. The cyberbruisers are back in business with a new attraction to kill humans, called "The Cyberbruiser's courtyard of death", that's why you see dead barons all over the level, they are the same ones killed by the cyberbruisers in map 8, now their carcasses serve as decoration. This connection between all of this levels was always present in doom, e2m8 has the dead barons from e1m8 to tell you that this battle will be harder, and courtyard feels like a sequel of tricks and traps with all those rooms with gimmicks. I will not share screenshots this time, nothing has really changed visually, and i want to keep some space for my upcoming wad.

can't wait to play it

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6 minutes ago, Johnny Cruelty said:

your level silly goose

Oh alright. Don't expect much of it, tho, it's more of a remix of courtyard than anything else because, as i stated before, yower of babel it's just a boss level, which are more simpler and straight to the point

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6 minutes ago, DankMetal said:

Oh alright. Don't expect much of it, tho, it's more of a remix of courtyard than anything else because, as i stated before, yower of babel it's just a boss level, which are more simpler and straight to the point

that's fair, but is the map big and open like with lots of pillars?

 

 

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15 minutes ago, Johnny Cruelty said:

that's fair, but is the map big and open like with lots of pillars?

 

 

Well, it's not as big as Tower of babel's arena, but there's certainly some pillars that appear nearly at the end of the map. I figured out how to raise a floor to any value i want once again thanks to fake floors.

Edited by DankMetal

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1 minute ago, DankMetal said:

Well, it's not as big as Tower of babel's arena, but there's certainly some pillars that appear nearly at the end of the map. I figured out how to raise a floor to any value i want once again thanks to fake floors.

groovy... say are you gonna release it today?

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