roadworx Posted October 17, 2023 (edited) this was a map i made for a project that i'm working on, but i decided that i'm just not a fan of it (mostly in regards to the second half, the first half is good imo). so, i'm gonna release this version now and then probably cannibalize various parts of it for usage in later maps of mine. regardless of that, it'd still be nice to get feedback on this, and it'd be nice to actually have a solo release for once, so i'm just gonna quietly drop it here. i suppose you could see this as a demo of what i'm working on if you'd like, though i'm hoping it'll be better than this lol. i'm keeping all the custom dehacked stuff in cuz...well, i'm lazy and i don't wanna rebalance anything :p there's no difficulty settings btw download screenshots: Edited October 18, 2023 by roadworx 20 Quote Share this post Link to post
volleyvalley Posted October 17, 2023 The screenshots look nice, I'll give this a run sometime soon. 1 Quote Share this post Link to post
SleepyVelvet Posted October 17, 2023 Really solid techbase map. I suck, here's a failed FDA: noisy_rejectn.zip 1 Quote Share this post Link to post
S3M_XM Posted October 17, 2023 Chocolate Doom gives me an error as soon I opened the wad and the dehacked lump with it, giving me a R_TextureNumForName: SW2STON2 not found. So I used Crispy Doom instead and it works perfectly normal, found no bugs at all when I played all the way through. So wouldn't this be Limit-Removing then? 1 Quote Share this post Link to post
volleyvalley Posted October 18, 2023 5 hours ago, S3M_XM said: Chocolate Doom gives me an error as soon I opened the wad and the dehacked lump with it, giving me a R_TextureNumForName: SW2STON2 not found. So I used Crispy Doom instead and it works perfectly normal, found no bugs at all when I played all the way through. So wouldn't this be Limit-Removing then? It is limit removing most likely then, but I feel like this wasn't intended, so maybe a fix is needed. 0 Quote Share this post Link to post
roadworx Posted October 18, 2023 ah shit, i forgot to convert all the textures and sprites to work in vanilla, rip. i've been meaning to get around to doing that. eh, screw it, limit-removing it is then lol 0 Quote Share this post Link to post
LadyMistDragon Posted October 18, 2023 (edited) This was nice! Hard to hide and not really a place where you can really play aggressively without taking care of everything you see first. Edited October 18, 2023 by LadyMistDragon 0 Quote Share this post Link to post
roadworx Posted October 21, 2023 On 10/18/2023 at 11:08 AM, LadyMistDragon said: This was nice! Hard to hide and not really a place where you can really play aggressively without taking care of everything you see first. is it not? i play quite aggressively myself and tried to design it with running in guns blazing in mind. it's hard, but also quite fun 1 Quote Share this post Link to post
Zahid Posted October 21, 2023 decent oldschool type map a little routine style thus predictable but ammo balance is calculated and refreshing for speedrun i maxed it in 23 min prboom cl2 demo iddt used uv skill last fight is little random can be better popi9.zip 0 Quote Share this post Link to post
princetontiger Posted October 21, 2023 I'm really liking this map, but it does make gzdoom on macos lag a bit... I can't wait to finish this when I'm back later today 0 Quote Share this post Link to post
princetontiger Posted October 22, 2023 This map starts off really fast, and then settles down. I actually enjoyed it a lot! Thanks for sharing. Keep up with your mapping. 0 Quote Share this post Link to post
volleyvalley Posted November 12, 2023 Sorry for the late reply, I got caught up with a couple of things. I like the level, the variety and detail of the rooms is nice, as is the architecture, but it's a bit too symmetrical in a handful of spots. Some rooms have a few tactically placed windows, more favouring the hitscanners, which gives them a few good sniping spots. The combat is pretty good, giving you an reasonable amount of ammo, while the monsters threathening heavy damage, which makes the combat almost frenetic. The new imp variant is cool, although it doesn't add that much to the combat, aside it trying to scratch off your face! Overall, I liked this map alot. Your outspoken love for the Möller brothers shows, (if that was the intention) this looks something they would've built, if they opted for more open areas and more gripping combat. 0 Quote Share this post Link to post
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