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Metamorphosis[Release, MBF21]


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That was very fun and pretty to look at. The map felt very cozy and the midi choice aids a bit as well. Only noticed one small issue, played on dsda.

 

really great map, looking forward to playing more!

  

Spoiler

at this location

43592892_Screenshot2024-04-07232014.png.b00c16afeacf96ccd5767bad9ae138a3.png

 

spotted this

96576919_Screenshot2024-04-07232005.png.132e56fdc5ef5bd0bb52091e79d5bc04.png

 

 

 

Edited by senpaigru

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20 hours ago, senpaigru said:

That was very fun and pretty to look at. The map felt very cozy and the midi choice aids a bit as well. Only noticed one small issue, played on dsda.

 

really great map, looking forward to playing more! 

 

1 hour ago, LadyMistDragon said:

Not bad! Although perhaps a few rockets could be spared for...you know. 

 

Thanks for the kind words, y'all.. I'm going to release an update for this either today or tomorrow fixing some of the issues I've seen/have been pointed out. I'll edit this post when I get it done.

 

 

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Was busy but I finally got around to giving this a quick fix. Some changes:

 

Spoiler

- Eased up on the weapon restrictiveness. You get the SSG earlier and Plasma for the final fight.

- Reworked soulsphere secret to be a bit harder to find.

- Touched up the monster placement a bit.

- Fixed a few texture oddities/issues

 

Give the map a spin if you haven't already, because I'm very proud of it!

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I feel like I missed a ton of things in this level. From secrets to monsters, hell, it even seems like there is a Rocket Launcher somewhere that I couldn't find according to these comments!

 

I enjoyed this level, I'll give it that infight is actually your best weapon here. The variety of monsters and abundance of Arachnotrons make for a very generous Plasma Rifle ammo pool.

I did notice two visual quirks;

  • There some to be some vertical misalignment on the structure in the starting area with the Mancubi. The texture's horizontal split doesn't match the geometry (I guess due to the railing texture).
  • The bridges you must raise to progress have "Lower Unpegged" set on them, this results in the texture's render being perfectly still even though the sector is moving. This should be an easy fix!

 

I'll also raise that the exit was a bit sudden to me, I felt there was still much more to explore.

 

Very good level, the dark blue sky gives it a unique vibe!

Edited by Oxyde

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On 4/17/2024 at 6:21 PM, Oxyde said:

 

I'll also raise that the exit was a bit sudden to me, I felt there was still much more to explore. 

 

Very good level, the dark blue sky gives it a unique vibe!

 

Thanks for playing my level! I'm in the process of turning this whole thing into a larger wad with continuity, so that's why the exit was abrupt. You infight like a madman, and I like that lmao. I'll look at some of the visual quirks you mentioned when I get to the next release.

 

Also, it's funny you show up here because I'm literally right now playing through the 3 heures d'agonie series (I'm on 3HA2 atm). The levels of yours I've played have been great!

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