NinthBurn Posted May 14 (edited) A small map meant for the OHM thread, but I couldn't manage to finish it in just an hour. If Ultra-Violence seems too hard, try lowering the difficulty. Requires a source port that supports UMAPINFO. Map format is Boom. I have tested it in PrBoom+ and GZDoom. < < < - - - - - D O W N L O A D - - - - - > > > Get it here. < < < - - - - - D E T A I L S - - - - - > > > Spoiler Name: Technical Difficulties (TEKDIF.WAD) IWAD: Doom 2 Source Port: any that support both Boom & UMAPINFO Ports Tested: PrBoom+, GZDoom Map Format: Boom Gameplay: Singleplayer Freelook: Preference Jump & Crouch: Disabled Multiple difficulties Build time: 3 hours < < < - - - - - C R E D I T S - - - - - > > > Spoiler Textures: taken from 32in24-15_tex_v2 MIDI: fishydarwin Intermission: MIDI by Lippeth, original song by Cheesebone Map: NinthBurn Edited May 15 by NinthBurn new version 7 Quote Share this post Link to post
Walter confetti Posted May 14 Looks very cool! I've expected that It used the same named song by Jimmy 1 Quote Share this post Link to post
NinthBurn Posted May 14 Nope, a friend sent me a MIDI and decided to make a map for it. I am unable to find the MIDI composed by Jimmy with the same name, though. Looking forward to see what people think of the fights, especially the last one. I might have overdone things, but I really liked the idea. Shame I couldn't finish it all in an hour. 1 Quote Share this post Link to post
BunnyBun Posted May 14 Very good map! Can't blame you for not being able to finish it in an hour and I'm glad you didn't rush it to do so! I really enjoyed it! Small, easily digestible and not too tough, I think! Though I believe I played on HMP. Here is My Playthrough . 1 Quote Share this post Link to post
LadyMistDragon Posted May 14 Pretty good! I especially liked the little bit at the end where you could presumably reduce the amount of Arch-viles that need to be fought in the last ambush. 2 Quote Share this post Link to post
NinthBurn Posted May 15 Thanks for giving it a shot! Unfortunately, killing the Arch-Viles before picking up the keycard was not intentional, which is why I've updated the post to a new link with a fixed version. I want to thank both of you for finding that out, because for some reason, it just didn't occur to me that people would just press the switches(which is obvious). I also modified the starting room, to indicate to the player that they have to shoot the eyes in order to lower the SSG. 1 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.