scifista42 Posted September 17, 2015 9.wad FDA. My skill was not enough to win, but I liked the way how this map was skill-oriented. Good visuals, good music, good design, and even fun gameplay. 0 Quote Share this post Link to post
Ribbiks Posted September 17, 2015 extremely mean one, this :D fda damn that opening room was harsh, mostly because of that AV. I see it got removed on HMP though, so that was a good call. Those chaingunners that tele in outside are also pretty dickish, maybe provide the player a chaingun before they jump out? YSK was fine, classic slaughtery setup. I started anticipating AVs after realizing they were a dominant component of pretty much every encounter in the map, not sure if that's a good thing or not :p I missed 1 monster (I guess it's in the secret I also missed). I also noticed that if you pacifist your way through the first room none of the monsters will tele into subsequent encounters. cool map, as expected. love the midi btw 0 Quote Share this post Link to post
koren Posted September 17, 2015 I like these maps and the very focused encounters. I also like how they seem to be ramping up in difficulty and nastiness. I spent some of the afternoon recording fdas for the set in reverse order. All except 7 where I managed to cock up the command line argument and didn't end up recording anything. Not missing out on much though, I spent a lot of the time dying to active monsters at the bottom of blind drops until I managed to hobble my way to the exit leaving plenty of monsters alive. 1 Quote Share this post Link to post
baja blast rd. Posted September 21, 2015 http://www.mediafire.com/download/1mna12fpvd1f6f3/10.wad 0 Quote Share this post Link to post
koren Posted September 21, 2015 That's a shame because I thought it was a strong map. It's right up my alley: claustrophobic spaces, tyson gameplay and a scarce few weapons that can be used strategically to take the pressure out of encounters. The two revs by the lift were a good example of enemies where it would be preferable to take them out with the chaingun or rockets, but it's very tempting to jump down and chance a fireball to the face. The split between the mancubus and arachnotron was a really interesting encounter as well, especially the small window of opportunity to position yourself against the arachnotron before the manc arrives. Both secrets weren't too obtuse to find and yielded pretty big rewards, no strings attached. Perhaps it would have been better if the BFG triggered a monster teleporter or something. I can imagine the map still being very much beatable, but much harder without the luxury of a BFG shot in the blue key arena. I'm a really big fan of punching stuff in doom so this scratchd the itch. But then again I'm a bit of an outlier, I was one of the few people that really liked the beta map21 of sunlust. Anyway, here's my FDA if you're interested. 1 Quote Share this post Link to post
baja blast rd. Posted September 21, 2015 I was going to repost it if someone ended up DL'ing it in the short time it was up, so did that. I ended up deciding that reducing the # of revs behind the HK door from two to one was basically all I needed for it not to be "entirely frustrating" as I gave for my deletion reason (juking around the HKs becomes more practical), so I guess I'll chalk that up to my own limitations as a player. :) 0 Quote Share this post Link to post
scifista42 Posted September 23, 2015 "10.wad" FDA. I've died a hundred times, but I was determined to beat at least the first part which seemed genuinely beatable for me, if only I didn't make mistakes so often. I eventually succeeded to do this, but I eventually gave up after dying in the blue key trap, I knew I would never handle it without extreme luck on my side. It's a good looking map with awesome combat that enforces mobility all the time. Very well done! 0 Quote Share this post Link to post
EffinghamHuffnagel Posted September 23, 2015 Am I the only one seeing missing textures in 10.wad? BRONZEG5 and METAL_B? As for gameplay, please, I kept dying like a dog. At least that beautiful, soothing music made it a tolerable experience. And it really is a good-looking map. 0 Quote Share this post Link to post
baja blast rd. Posted September 23, 2015 Now without HOM roofs. http://www.mediafire.com/download/0dbm15tdphuevu0/10a_.wad 0 Quote Share this post Link to post
SuperCupcakeTactics Posted September 25, 2015 Awesome! I've played all your speedmaps and the challenge is great in all of them. Just played number 10, I kept dying at the hellknight part on UV so I just pulled the difficulty down to ITYTD, maybe three hellknights instead? Or perhaps some loop to go in and hope that there won't be a baddie on the end of the other side as well? :P I can't comment on stuff past that since I was on easy mode from that point. The good thing about linearity (or maybe it's just that the maps are small) is that you know for sure where the player is going to go to meet the next section of combat, what will happen on the way there, and have your map play exactly how you want. Great job! Also where are these chill MIDIs from? :s 1 Quote Share this post Link to post
baja blast rd. Posted September 25, 2015 Thanks. Most recent midi is from Final Fantasy, and it was also used in Speed of Doom. 7th midi is from Chrono Chross (or Chrono something), used in a Memfis map. I forgot the name of the game the 8th midi is from, but I got it from Smim with the Whales. 9th is from Donkey Kong Country 3; I don't know of any other wads it was used in. This is map 8 with a few changes -- a megasphere is thrown in at the end and the BFG ammo is backloaded, mostly as a reward for trying to take everything on in the main area. http://www.mediafire.com/download/ya68c9y32gv39v1/8d.wad The "kill the barons quickly and run to the exit arena" strategy is nerfed quite a bit, or at least doesn't strictly dominate everything else. 0 Quote Share this post Link to post
baja blast rd. Posted September 26, 2015 http://www.mediafire.com/download/fan7kxwvhgpb1x1/11.wad HMP is there too, would recommend it if the UV start is too tough. 0 Quote Share this post Link to post
Deadwing Posted September 26, 2015 I can't beat 11 even on HMP haha I've died a looot in the beginning. The architecture is really nice and music is awesome, though :) 0 Quote Share this post Link to post
Ribbiks Posted September 26, 2015 still loving these. for your amusement here is a wonky fda with some incredible luck. didn't beat but I feel like I died in the last encounter. https://www.mediafire.com/?34d84k0eiwdw0o0 the 'immediately locked in room' gets a bit tiresome, but other than that, fun setups. 0 Quote Share this post Link to post
baja blast rd. Posted September 27, 2015 Ribbiks said:the 'immediately locked in room' gets a bit tiresome In general (like: bars/doors closing behind, drop-offs into depressed areas, one-way doors/lifts, etc.), or when it's done too often in one specific way? 0 Quote Share this post Link to post
SuperCupcakeTactics Posted September 27, 2015 Well, for me I guess it's usually when a door shuts behind and makes me think "oh here we go again...." I feel like it can get a bit annoying 0 Quote Share this post Link to post
Deadwing Posted September 27, 2015 I like to tell the player that he'll be out of his confort zone before activating the trap itself (that way, drop offs, lifts, teleporters, doors that opens with switches in both sides are preferably options than bars that comes from nothing or doors that you open with "use" and you can't open that way in the other side) 0 Quote Share this post Link to post
baja blast rd. Posted October 4, 2015 http://www.mediafire.com/download/1h1ih3hltzw4jv7/12b.wad HMP and UV. Sort of slaughter-ish. edit: a few small changes. Spoiler Old version: http://www.mediafire.com/download/boh870d1qhuf2uf/12a.wad 0 Quote Share this post Link to post
Ribbiks Posted October 4, 2015 nice compact slaughtermap. fda died a couple times, but definitely less than I was anticipating. It turns out going pacifist is a clutch idea, waking up the monsters to tele in once you have the cybs positioned to efficiently blast the incoming hordes to smithereens. I like the layout, plenty of nooks and crannies to avoid AV fire, yet there were sufficient visual landmarks that the tunnels were never disorienting. rather planar overall, but it fits the chaotic spammy monster placement. 0 Quote Share this post Link to post
baja blast rd. Posted October 4, 2015 Pacifist is easier to do than I anticipated (AVs end up easily distracted). Quick fix: http://www.mediafire.com/download/1h1ih3hltzw4jv7/12b.wad (Next time there'll be a more subtle way of subverting it than a mandatory g1 trigger.) 0 Quote Share this post Link to post
Demonologist Posted October 11, 2015 Could you please combine them all into one file? Checked 01 a while ago, FDA didn't survive. Who knows, maybe I'll force myself to record some... 0 Quote Share this post Link to post
baja blast rd. Posted October 11, 2015 The mapping is still ongoing; I'll add "so far" to the title to reflect that. I'd rather not merge it yet since I'm not sure what would make the final cut and in what order, and I'd have to sit down and sort out all the sky transfers. If I were to compile them, I think the most recent versions of #3, #6, #7, #8, #9, #11, and #12 would make it. 0 Quote Share this post Link to post
Demonologist Posted October 12, 2015 Eh, I'm still too lazy to download them one at a time, so I'll just wait then. 0 Quote Share this post Link to post
baja blast rd. Posted October 28, 2015 Bit of a breather map: http://www.mediafire.com/download/y5ii74uudn4ux1z/13.wad Has all difficulty settings. 0 Quote Share this post Link to post
dannebubinga Posted October 28, 2015 Awesome map! I loved the conveyor belt mastermind. Fucking best thing I've ever seen in a long time! 0 Quote Share this post Link to post
Ribbiks Posted October 28, 2015 hah yes. lol'd heartily at that. here's a shitty fda where I get to that room and die. probably would go a lot smoother second time around knowing what happens. https://www.mediafire.com/?gi6njr71p43a2dq as usual, awesome maps, etc etc. inb4 this becomes a megawad. 0 Quote Share this post Link to post
SuperCupcakeTactics Posted October 29, 2015 Fun map! Too bad it took me a few moments longer that it proably should have to realise those mancubus platforms were lifts :s 0 Quote Share this post Link to post
Memfis Posted October 29, 2015 Lol, are you using my wads as a base for texture pack? Just noticed this. 0 Quote Share this post Link to post
baja blast rd. Posted October 29, 2015 I use arch_tx.wad and pk1.wad (merged). These were used in the Russian speedmapping contest you posted some months ago. 0 Quote Share this post Link to post
Memfis Posted October 29, 2015 Ah, I see. Also I found it interesting how 12 is kinda similar to this map attempt I did in summer: http://speedy.sh/5GUec/bombezka.zip (same brown caverns, green grass, torches, etc) Coincidences are fun. 0 Quote Share this post Link to post
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