Catoptromancy Posted May 5, 2015 http://www.geocities.ws/catodemos/freedoom/z0k/map28_c1.wad Only added a plasma gun in -skill 4 at the yellow key pillar lowering switch, or map only has one in a secret. Skills 2 and 3 were adjusted and fully play tested. 0 Quote Share this post Link to post
Z0k Posted May 5, 2015 this is based on the wad you made the adjustment for the skills levels: http://www.mediafire.com/download/bwr6lhw8oe75po2/map28_c1.zip -Changed all the swicht2 textures to swicht1 -Added more teleporters in the stone edge so players can get out without travel so much space but yet they still have some space to travel before set step on a teleporter -Added a stairs to get out of the pit in the blue key area -Added a teleporter in a pit where players can get stuck, and also added damage floor because that pit didnt have it before. -Change the pillar texture that hides a teleportter to get out of the pit just to give the hint to the player which pillar is a hint. -Added a small platforms in the yellow key area swicht where shotgun guys are, so players can use it for a sniping spot agaisnt the wave that come out after player take the key. I think all the wads got check unless C1M5 and C2M5 need to be checked too, Thanks for the help in skill adjustments 0 Quote Share this post Link to post
Catoptromancy Posted May 5, 2015 Ran through it, looks good. Added DM starts and weapons. Blocked DM players into blue key area and exit area. Should be good to go. http://www.geocities.ws/catodemos/freedoom/z0k/map28_c2.wad Disregard this for now...I tend to make maps way too hard. Spoiler If you do not mind I have a few ideas I could implement. In the version I posted, after grabbing the yellow key no more monsters needed to be killed to exit. If player does not shoot, the monsters hidden in the yellow area do no wake up. Also the red key area is "hit switches, grab stuff, and leave". A few ideas: Have a monster teleport in the way that needs to be killed. This will wake up the closet-monsters. But while killing the in-the-way monster the closet monsters will gather up for a weird, condensed fight. The big monster-closet monsters could be behind teleport lines. So they teleport back into further sections of that yellow key area. The archvile would teleport to the same place as that "pit archvile." Players could not run away so fast and are required to stay behind to kill stuff. Also they would be a bit surrounded but not helpless. In the red key area I think having the archvile teleport directly onto the middle switch would be best. The archvile would have a much less chance of getting hit and starting infighting. No resurrecting though, but an active archvile that constantly targets player that cannot directly be hit due to swarm seems much more challenging. There are numerous pillars for player to hide. Also red key area could have a baron teleport onto that tiny gap directly in front of exit lift. For safety, player needs to kill everything. 0 Quote Share this post Link to post
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