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[Community Project, limit-removing/-cl3+UMAPINFO] Death By 1000 Lines - Ultimate Doom community project - RC2


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Posted (edited)

E1M7: Secret sector 162 can only be lowered twice with its linedefs (697 and 698) being S1. Not sure if intentional.

 

E2M4: First switch when triggered does not show that its flipped.

 

E3M3: One closet (sector 120) doesn't lower, three lost souls (82, 83, 84) don't come out.

 

E3M4: random suggestion but make it so that the teleporter leading to the exit platform actually look like it's lowering, cause I thought I was stuck.

 

E3M7: honestly this needs to be the secret level. Way too confusing and a total roadblock for UV normies, swap it with the current secret map imo.

 

E4M9: no music for some reason.

Edited by NuMetalManiak
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Posted (edited)

Started my playthrough, made it to e1m9 so far. This is classic dooming at its finest, great stuff. Not sure how I feel about Nell's theme as music of choice in a Doom level though ahahaha.

Also, this project has got me thinking how many of the og doom levels had <=1000 lines. Because so far I definitely wouldn't call this concise by any means.

 

E2M4: this teleporter closet is broken: https://prnt.sc/J8vsf37Pfs8_

E3M3: broken closet with lost souls: https://prnt.sc/wIJB6JkOOgPo

 

Edited by Firedust

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Thank you both for the feedback and bug reports! I will get around to addressing that when I can, been pretty busy recently but I'll be off work next week so I'll have time to time to go through this in detail.

 

On 6/17/2024 at 11:07 PM, Firedust said:

Also, this project has got me thinking how many of the og doom levels had <=1000 lines. Because so far I definitely wouldn't call this concise by any means.

 

Well, for KDITD at least, E1M2/E1M3/E1M6 are the only maps to exceed 1000 lines. E1M7 gets close, but not quite at 958. The lowest in E1 is (unsurprisingly) E1M8 with just 333 :p

 

On 6/17/2024 at 7:33 PM, NuMetalManiak said:

E3M7: honestly this needs to be the secret level. Way too confusing and a total roadblock for UV normies, swap it with the current secret map imo.

 

You know, I think this is a good point. I really liked E3M7 as I thought the concept was both bizarre and original, but I do see how it could frustrate players. I found it pretty difficult myself, but I thought it might be something that speedrunners would enjoy figuring out. @Scionox, @DeetOpianSky how do you both feel about this? Would you be alright with the slots being swapped? I know its pretty late to be asking this, so if that's not cool I understand, but I think it might be a good decision.

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30 minutes ago, Somniac said:

Thank you both for the feedback and bug reports! I will get around to addressing that when I can, been pretty busy recently but I'll be off work next week so I'll have time to time to go through this in detail.

 

 

Well, for KDITD at least, E1M2/E1M3/E1M6 are the only maps to exceed 1000 lines. E1M7 gets close, but not quite at 958. The lowest in E1 is (unsurprisingly) E1M8 with just 333 :p

 

 

You know, I think this is a good point. I really liked E3M7 as I thought the concept was both bizarre and original, but I do see how it could frustrate players. I found it pretty difficult myself, but I thought it might be something that speedrunners would enjoy figuring out. @Scionox, @DeetOpianSky how do you both feel about this? Would you be alright with the slots being swapped? I know its pretty late to be asking this, so if that's not cool I understand, but I think it might be a good decision.

If it's best for the project; I'm okay with it.

 

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