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GRB&Sid Productions!


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Well, for now, here's my wild guess for The Drowned Laboratory:



Regarding monster placement: Obsidian placed the Cyberdemon and all monsters in the first room, the one teleporting archvile, then at least one of the archvile trio, the shotgunguys below crushers (maybe there were chaingunners by GRB before?) and the hell knight before red door. The rest was GRB's work. Obsidian also removed some revenants and maybe pinkies preplaced by GRB.

How did I do, was I completely off or at least a bit close? Preferably, I'd like to know it in detail. :)

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Not bad at all. Pretty close. I designed most of the areas, but I did make those crusher traps with shotgunners, and I had nothing to do with the first cave room. I placed the slime in the AV room too.
We both did make the platform for the red key. The red door room and exit room were Obsidian's, though their existence was my idea. And the monster placement is all mine except for the fact that Obsidian moved the Cyberdemon from its original position, and he removed an archvile. No revenants were removed.

Got anything to add Obsidian?

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Yeah, this one was mostly GRB. Excellent guesses though Scifista, almost completely right on the mark. Now for the rest of the maps. :D

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Yeah, so I'm not sure I have anything constructive to say. They're very hard. I keep dying all the time.

Mecharealm has a couple of bugs. The closeted Mancs for linedef tags 16 and 17 are tagged deaf so they never activate and teleport in, and linedef tags 15, 16 and 17 are all W1, not WR so only one of the Mancs in the linedef tag 15 closet teleports in.

So the last speedmap megawad was Doom-based with Plutonia secret maps. Is this one going to be Plutonia-based with Doom secret maps? You guys are 25% done, if you include the one you made with Scifista42.

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I'd fixed the Manc one already, but thanks for the catch with the teleports. :) And personally I would have been fine with an 11 map set, but if we get enough steam behind us a megawad wouldn't be out of the question.

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  • 2 months later...
  • 9 months later...

http://www.mediafire.com/download/f0kj293c7w826wh/hdrrhdrr2.lmp

Casual first exit for HDRR. Quite sloppy start but I got luckier than usual with the spider. I literally forgot that I had rockets at the end, otherwise I would have used them on the cacos and tried for a max.

The spider is so annoying. It killed me a bunch while trying that jump. And there's often nothing to do to avoid it because it starts shooting while you're in midair. Maybe it can be killed with rockets/ssg though, so my fault.

Failed run where pain-chancing spider with plasma doesn't work: http://www.mediafire.com/download/je0aktngvcurugw/hdrrhdrr.lmp

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fda: https://www.mediafire.com/?6uocf8huyicn4jm

neat little tight/cramped map. aesthetics were classic and gritty, midi was boss. I like how you can yolo rush to the other weapons and clean up the imp/demon hordes more efficiently. also, the barrel behind the rev blocks was a nice touch, they're hard to dispose of when you're distracted and strapped for ammo, but very easy once you get the necessary armament, cool idea.

ammo was a little sparse imo, a zerk pack would've made me a happy man.

also the map seems to peter out post mastermind. RK trap (with ultra-obvious bfg secret) is disappointingly tame compared to the fights leading up to it. not really sure I like the teleporting chaingunners by the exit either.

those things aside, fun map.

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