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[MBF21 Single Map] Postmodern Vile Placement


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I don't think I'm the right audience for this kind of map, but it was pretty cool!

 

 

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Cool set of pretty difficult combat puzzles, nice aesthetic mashup of wood-tech-fireblu-void to go with them.

UV playthrough, -dsdademo, plays back in v0.26.2 - mv_maribo.zip

 

Only suggestion I have is to put a mega on the teleporter that sends the player into the room with the cyber + BFG, because it's possible for the cyber to just instantly fire while the player is stuck in the "just teleported, cannot move" state.

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1 hour ago, Maribo said:

Only suggestion I have is to put a mega on the teleporter that sends the player into the room with the cyber + BFG, because it's possible for the cyber to just instantly fire while the player is stuck in the "just teleported, cannot move" state.

+1, that did in fact happen to me on the very first tp into that room.

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Ahh yes, another wombat nuzzle map full of tight encounters that require trial and error.  Cool map.  I'm up to the yellow key with saves chiseling away at it...  Here's a short FDA for obviously not FDA friendly map:

 

noisy_modernvile.zip

Edited by NoisyVelvet

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8 hours ago, Maribo said:

Cool set of pretty difficult combat puzzles, nice aesthetic mashup of wood-tech-fireblu-void to go with them.

UV playthrough, -dsdademo, plays back in v0.26.2 - mv_maribo.zip

 

Only suggestion I have is to put a mega on the teleporter that sends the player into the room with the cyber + BFG, because it's possible for the cyber to just instantly fire while the player is stuck in the "just teleported, cannot move" state.

...Oh lord you entered the cyber fight with 4% HP. Updated version with megasphere + more health overall in the original post.

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Enjoy me being way too incompetent to play this: mv-ryiron.zip (dsdademo v0.25.6). The finale in particular gave me much more trouble than it should have. A couple of fights can be cheesed a bit. It's possible to drop the floor for the pain elemental fight and stay above for example. Lots of fun though. I need to spend more time practicing.

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Postmodern indeed. A creative repurposing of a first map with a wealth of equally creative encounters. I do not know how faithful this is to your original, but I found the stark boxy silhouette of the map to be more striking and interesting to play than if it had been overly designed. The map overall is well paced: between the shoebox fights that feature minimal monsters are larger and larger fights which help to ramp up the excitement as well as the difficulty.


The slaughter-like fight before the Cyberdemon showdown, where the map becomes inundated with monsters was good fun, however, I found it could be trivialised by circle-strafing the map. I'd wonder if there was any way to prevent that perhaps. Beyond that, I did find the warm welcome by the Archvile hotbox a little too hot for my liking, but that's a matter of personal taste. Otherwise, I found all the other fights to be exciting and inventive, in particular that Archvile and Cacodemon pairing outside the box.
Really good map!

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