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Just throwing in my $0.02 from memory regarding E4:

  • M1 was absolutely brutal. I had done the first 3 eps on UV, but this map made me dial it back to HMP.
  • M2 was a total monster. An amazing (and loooong) journey that needs a lot of time to pass before I ever play it again. I had to cheat to get the red (?) key, and even then had already blown the secret exit.
  • M9 wasn't terrible, but man I hate open-arena mastermind battles. And that's all this one was! The finale section I just ran for dear life and got out as fast as I could.
  • M3, just by dint of not being a total murderfest, was welcome relief, and pretty fun to boot.
  • M4 was pretty vicious, too, but still managed to be a lot of fun. Just very cool.
  • M5 was absolutely gorgeous. Fantastic atmosphere, and combat that wasn't totally punishing.
  • M6 I have been afraid to tackle for like a month now, as that opening is just so vicious.

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34 minutes ago, rehelekretep said:

stuck on e3m7. got the BSK & YSK(?) - found the RSK door, nothing else seems to open/close

send help pls!

I also got stuck for a bit in this map, the way forward at the end is a mite obscure. The RSK is part of the secret/optional path found beyond a one-time collapsing platform run--if you mess up you can't see that part of the map, but you don't need to in order to finish (not understanding this at first is a lot of what tripped me up). If you have the BSK you're ready to exit: in the southeast region of the main map there's a horseshoe-shaped cage structure with two planes of lava around it (the cage initially has a bunch of cacos in it, and depending on how much of the other activities you've done it's possible to build a wooden footbridge around the upper plane), with the exit door visible at the far end. To start the final sequence, you simply have to drop down to the lower plane (don't bother looking for a radsuit, there are none unless you've completed the RSK path) and move through the door at the foot of the righthand prong. One final engagement ensues, and once you've defeated it you'll be able to balance-beam over to the exit.

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thanks DotW :)

i didnt want to jump down there, but then i ended up marooned with 3hp in the library area and died trying to move back to safer ground D:

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E4M0

 

First half was fine but too symmetric, nothing memorable there, not even the rising stairs.

The blue key ambush is absolute shit, I doubt it was even tested, you can barely make it to the start, it's the only reason I cheated, it's heavily luck based on wherever the monsters will go, if they won't take a correct step, you're fucked.

Besides that the map is bland and not that fun, the exit trap is the easiest part of this map.

 

1/5

 

 

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Way behind...

 

e2m7

 

This is one of those post-Xaser maps where I was starting to abandon my strict adherence to DTWID rules. Still, there are e2 rules I kept at the forefront of its creations... a flat layout, fitting the map within a rectangle (or the ultimate rectangle, a square, this time), frequently changing themes, and plenty of doors. This one's aged a bit and become stale for me, but I still feel pretty good about it.

 

e2m8

 

I really like the PSX textures (or wherever they're from). Like most of the boss battles, I cranked this one out in a few hours. I like my exm8s straight and to the point.

 

e3m1

 

There are quite a few influences that went into this map. The first is Lutz's Inferno e3m1, with its silent wanderings through a hell landscape. That map was one of those young DOOM experiences that has always stuck in my mind, along with the great uac_dead. Another influence was d&d. In my youthful adventures it was always known that you never touched offerings at alters, for you'd awaken some evil demigod who would come after you. The puzzles were heavily influenced by Myth. Right before designing this level I'd watched a good playthrough of the game on youtube.

 

e3m2

 

This was originally an e2 map; hence the lesser-tiered enemies and variety of themes. I changed the blood to lava and there you go. Otherwise, I made this map so long ago that everything else about it has faded from memory.

 

e3m3

 

I love this map. It's a fine example of taking advantage of all DOOM has to offer for map creation. This is what Xaser excels at I feel. Intense combat, crushers, painful floors, bridges, raising floors, walk-through walls. Xaser shows just how economic he can be with space in this map, having the player circle around the central crusher repeatedly. One of my favorites in the whole mapset.

 

e3m4 

 

Xaser shows of more of his triangulation prowess with a tilted bridge amongst other geometric eyecandy. The Xaser tower-worship has begun. A beautiful map with lots of neat puzzles, from jumping to switch. I remember that tree from The Lost Episode.

Edited by NaturalTvventy

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E4M3 - “Square Zero” by Xaser Acheron

 

Xaser continues his trend of M3 contributions with a rusty green city map. I've always been a fan of urban levels and while this one is quite compact it still looks and plays nicely. The Cyber surprise was quite memorable and fighting him in QZDoom was harder than probably intended due to his rockets colliding with the myriad of trees and causing splash damage. I didn't die so it's all good. Found 3/4 secrets but that Soulsphere remained out of my reach. Not that I needed it to finish the map.

 

E4M4 - “Wartorn Precinct”

 

Interesting concept with what looks like parts of a city inside a volcanic crater with a more abstract grey brick fortress in the centre. Quite a difficult Pistol Start here that may take a few attempts to figure out how to get going. I found the aggressive approach of speeding around the perimeter of the central structure and taking out shotgunners to be most effective. The teleporting monsters didn't bother me and actually added an element of excitement where you couldn't just leisurely Chaingun-tap the weaker enemies in the main area. It also forced me to ignore the hordes of Pinkies until collecting enough ammo or a Berserk/Chainsaw. Not to mention the fun of avoiding the Cyberdemon while traversing platforms to the BFG and then going for that 2-shot in a narrow hallway! Quite a few invul spheres too, although the most mileage I got out of one was Berserk-punching some Cacos. As Demtor said, it's a good level of challenge for a modern take on Episode 4. 

 

@joe-ilya

E4 maps are meant to be challenging. Try dialing down the difficulty or using a different approach rather than blaming the maps for being "cheap" or "bullshit".

 

Edited by Spectre01

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e3m5

 

The seed that spawned NEIS... the very first map I made for DTWID. I certainly drew inspiration from Slough of Despair, with the entrance and the map-art (something that I often like to play with). Sheesh, originally released Dec 2010. Conversed about it with Hellbent, and he re-posted my thoughts here.

 

e3m6

 

In contrast, here's one of the last maps I made for the project. Very Xaser-influenced, and I tried to make use of the same types of angles and frequently the same texture choices. See that star with the two cyberdemons? Total Xaser rip-off. Hopefully he realizes imitation if the best form of flattery. And who wasn't pissed about the ending to the original e1? So cheap - it's about time we were allowed to have our revenge. The idea of reentering the e1m8 portal is an ancient one of mine. The original end1.wad e2m9 was the same; I swapped it out for an end2.wad map at the last second because I was worried it broke some rules about using original maps. 

 

Often when I map I try to break a rule or two I've always abided by in the past. I try to break my own rules so that my maps don't start to feel the same. For this it was in-your-face ambushes; the drop-lift into a wall of shotgunners, the barons rising out of the brain floor. The monsters-popping-out-of-the-ground trick always rubs me the wrong way (have fun with SoD there guys), but using each of the engine's tricks once in an entire megawad is okay in my book. This was also when I started to embrace cyberdemons. They'd always felt a bit cheap to me, with their super-damaging rockets. My true love has always been for spiders; crafting an interesting spider encounter is an art form. Any newb can throw cybers into a map. But still, to neglect cybers would be to ignore a major option available for map design. And I am pretty proud of the pass-through-walls battle.

 

e3m9

 

Chris' first DTWID map, basically unaltered. I actually found this one really tough at first. I'm a sucker for all Lutz does, and this map, though quite the homage, oozes with quality classic DOOM action.

 

e3m7

 

My second ode to Lutz. This time drawing from Inferno, as well as P:AR and Caverns of Darkness. I remember how tense playing Inferno was, jumping into lava without knowing where I was going or if my health would get me there. The underground hell-fortress, the labyrinthine layout, the black ceiling, the giant thrones and other furniture. I really designed this map to be quite punishing, with a few one-shot paths. I'm just old school like that; I want the player to be able to discover whole new sections of maps by following different paths on different playthroughs. 

 

After discovering the ability to create an icon of sin replica with use of barrels keeping raising floors jammed, I made the ultimate secret area by clipping a few sections from my very first release, end1.wad, just as DOOM2's secret maps were Wolfenstein tributes.

 

The rule I broke on this one was avoiding 90 degree angles. Very few lines break away from the grid in this map. I've always preferred strange angles, but with this one I challenged myself to make a map using nearly exclusively right angles.

 

e3m8

 

A quicky with destructible cover playing a key role. I wanted there to be more barriers that would open once shot, but visplane issues left me with what you see. I like this map a lot. It's way tougher on some engines, such as zdoom, where projectiles can open the doors as well as hitscan bullets. For those bitching about it being luck based, I suggest you git gud.  Leave the walls closed, take out the lost souls with rockets, then bunch up the cacos before opening things up to the spider. Infighting should be easy and then you're free wail on the mother brain from behind while three cacos blast its face. You'll win every time.

Edited by NaturalTvventy

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E4M5 - “The Blood Beneath” by Chris Lutz

 

A more relaxed cavernous map, provided you don't get splattered by the early Cyberdemon. A nice level of detail is present, such as this outdoor structure and the various cave interiors which combine crumbling marble architecture with natural curves of the cave walls. Possibly the easiest E4 map with mostly straightforward adventure combat gameplay that's not mean towards the player. Some cool secrets here, like the one where you punch through a wall.  The lowering floors at the red key trap were also very cool. I did notice a weird block line here which made the Lost Souls rather useless on the way back.

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7 hours ago, joe-ilya said:

I doubt it was even tested

Oops, joe-ilya with his impeccable skills and keen observations sees right through my lies and deceit. It's true folks, in the 5 years since the map's creation no one really bothered to play it start to exit. I think the BtSX version is just flood-filled with cyberdemons or whatever.

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E4M5: The Blood Beneath

This was a pretty sweet map. It always feels nice when the WAD slows down a bit, though not too much of course, there's still a Cyberdemon turret and a nasty tricksy trap that caught me completely by surprise. The cracking earth was very well designed, and gave the cave quite a bit of character. This map did a great job of subverting the tropes of symmetry that often accompany hub areas where you break off to collect the keys. I enjoyed this. I may put it on my list of favorites but I kind of want to hold off til I see what else is in store.

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E4M6 - “Sanctuary of Filth”

 

Huge industrial/city map with lots of non-linearity, verticality and plenty of boss enemies. Requires some careful play and grabbing essentials, like the BFG, early on to not get splattered. I only manged to find 5/15 secrets so I'm sure I missed quite a bit of cool stuff, like the fabled secret exit to M0. Aside from blowing up Masterminds, there are some cool puzzles, like the dark room that lights a path if viewed from the side. I also never expected the Mastermind platforms to rise that high and be used to access the blue key later on. Certainly not an easy map going in blind so I can see it being frustrating for certain "no-save Doom Gods". ;)

 

Edit: I'm also getting desync when trying to play NT's secrets demo for this map. :S

Edited by Spectre01

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E4M5 The Blood Beneath

As opposed to the previous level which drowns the player in action and never lets up, Lutz' gives what he gives, the detailed dungeon crawler with typically decent combat. It's like a P:AR outtake but it plays wonderfully. Apart from that cyberdemon it's not as troublesome. It can be quite long though, but compared to the level that comes afterwards, haha, no.

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5 hours ago, dew said:

Oops, joe-ilya with his impeccable skills and keen observations sees right through my lies and deceit. It's true folks, in the 5 years since the map's creation no one really bothered to play it start to exit. I think the BtSX version is just flood-filled with cyberdemons or whatever.

Everytime I hate something, you come by and start acting like a scarcastic ass, why do people like this bullshit?

I told you why I hate it, why it feels so cheap and you still come by and do this crap, like you always do, it's sick that you get this overwhelming support for no reason, just because you're an admin and act """"""cool"""""" at the same time.

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2 hours ago, Spectre01 said:

 

Edit: I'm also getting desync when trying to play NT's secrets demo for this map. :S

Make sure you're using the latest version on the wad that's up on idgames (1.2 I think). I also didn't set a complevel so the default for prboom-plus might be needed.

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1 hour ago, joe-ilya said:

Everytime I hate something, you come by and start acting like a scarcastic ass, why do people like this bullshit?

I can't even begin to imagine why people would like something that's making fun of you.

1 hour ago, joe-ilya said:

I told you why I hate it, why it feels so cheap and you still come by and do this crap, like you always do, it's sick that you get this overwhelming support for no reason, just because you're an admin and act """"""cool"""""" at the same time.

I don't agree with your opinion on the map and I don't agree with your binary rating scheme in which maps are either perfect 5/5 or worthless 0/5 crap, but that's your opinion and you're free to dispense it at will. Live and let live. However the part I quoted is not an opinion, it's an attack on the tester of the project. I stood up for him, because I kinda like the guy and I don't want you to smear his reputation with baseless claims.

 

Btw, he says you should probably play on an easier skill level.

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2 hours ago, joe-ilya said:

and you still come by and do this crap

i think this time it's personal since your superfRiend dew was the tester :p

 

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8 hours ago, dew said:

Oops, joe-ilya with his impeccable skills and keen observations sees right through my lies and deceit. It's true folks, in the 5 years since the map's creation no one really bothered to play it start to exit. I think the BtSX version is just flood-filled with cyberdemons or whatever.

If he can't beat it no one can! ><

 

Actually, on that note, isn't E4M0 a BTSX E3 map or somethin'? Coulda' sworn that's the word on the block.

 

Oh on that note, I should add that my M5 post was nuked about half-through making, and I'm too lazy to make it again, so... If you want the run-down, I liked it. Cool cavern stuff goin' on. And M6 I've heard is really rough, so if I 'm able to handle it on HNTR then hopefully that'll be up as well.

 

Edited by bioshockfan90

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1 hour ago, dew said:

I can't even begin to imagine why people would like something that's making fun of you.

I don't agree with your opinion on the map and I don't agree with your binary rating scheme in which maps are either perfect 5/5 or worthless 0/5 crap, but that's your opinion and you're free to dispense it at will. Live and let live. However the part I quoted is not an opinion, it's an attack on the tester of the project. I stood up for him, because I kinda like the guy and I don't want you to smear his reputation with baseless claims.

 

Btw, he says you should probably play on an easier skill level.

Are you shitting me? I praised most of the maps in this project, and now that I start to dislike most of the maps towards the end, you're saying I'm a bully and start to spew bullshit like I didn't explain myself when I actually did.

 

According to this logic you want me to like everything you like no matter what, well I'm not you, so don't you fucking tell me what to like, OK? You're such a peeve when it comes to a conflict that I can't even hate what you love sometimes.

 

EDIT : Ahahahahaha, you're just mad because you were the tester, you don't give a shit about anything else, that's so selfish as always.

Edited by joe-ilya

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16 hours ago, joe-ilya said:

E4M0

 

First half was fine but too symmetric, nothing memorable there, not even the rising stairs.

The blue key ambush is absolute shit, I doubt it was even tested, you can barely make it to the start, it's the only reason I cheated, it's heavily luck based on wherever the monsters will go, if they won't take a correct step, you're fucked.

Besides that the map is bland and not that fun, the exit trap is the easiest part of this map.

 

1/5

 

 

HOLD.jpg

Are we not going to discuss that this is H-Doom?

Edited by TMD

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O8UWikTh.png

 

E4M5 - “The Blood Beneath” by Chris Lutz

gzDoom - UV – pistol start/no saves

 

OMG, the beautiful starting view bodes well for the rest of this map. Great stuff. I love a good hellish Chris Lutz map and this one has neat looking caves. There’s a lot of nice detail for my eyes to feast on and with this being an E4 map, is sufficiently hard enough to make me feel like a bad mofo for being able to hack it.

 

Just the start alone can catch you off guard with three shotgun guys and you with no armor and a pistol. Have to be honest, I did die a lot earlier than I’d like to admit there and that wasn’t the only time. Getting pinned down by a pinkie and lost souls while a caco is spitting shit at your head… isn’t exactly easy to get out of.

 

That cyberdemon encounter was super awesome. I loved just standing there waiting for the bridge to rise while I danced left and right dodging rocket fire. Dash in to grab the soulsphere, retreat back to kill some incoming cacs with the hidden RL and rush back to landing and get a few good zerk punches in for good measure. Die you big sonuva bitch. DIE!

 

Once you get past him, things get a lot easier with exploring a cavernous system the serves as a hub at times and weird temple entrances with noteworthy architecture. Many interesting spaces to marvel at. I didn’t expect a sewer system but one with blood that looks this good could fit well in to any hell map.

 

I LOVED the extra touch of gzdoom lighting with the pick ups and torches. Not to mention the built in shadows on the floor Chris designed. It all helps add to the dark moodiness of everything. Such a great looking map. Every little corner almost. I had a lot of fun killing my way through it with a few surprise nooks opening up and ambushes here and there. One I just decided to Mike Tyson my way through. Imps and pinkies are a lot of fun to box together. There were two hidden berserk packs so I felt like this map was just begging to be punched through. I was on such a roll I even beat the lone caco to death, muwahaha. Bare knuckle boxed a Baron or two for the hell of it. Fuck ya. You want a piece of this?! * flex *

 

I REALLY appreciate Chris’s use of damage floors that hurt enough to make you want to avoid them but by using a lessened damage rate he doesn’t discourage exploration or limit the freedom of movement when avoiding enemy fireballs or maneuvering around groups. Natural Tvventy seems to have a completely different philosophy with damage floors where he has them doing MAX DAMAGE all the time, every time, everywhere. That really grates on my nerves after a while. It gives a player a forced claustrophobic feel on certain maps and betrays the actual openness in design with this invisible barrier that adds a sense of dread which can dispirit a player in a negative way. That’s a mouthful of a sentence but I think it makes sense. Whew.

 

BUG REPORT! - If you rush the RK and mash the use key, you’ll flip an invisible switch and break the whole lowering section sequence… thus making you stuck in this map without the RK and unable to continue. :-( Don’t ask me why I did that. In essence, I tried to open the RK but I just kind of felt like grabbing at it in frustrated panic. No, no, no, get back here! Awww, shit.

 

Edited by Demtor

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iQHKfCch.png

Was there an exit for this map on another previous? I forget. So many damned maps in this thing and the secrets confound me.

 

E4M0 - “RGC Alpha” by Emil "NaturalTvventy" Brundage

gzDoom - UV – pistol start

 

 

Tough map for a pistol starter. Getting started with the first jump over to the shotgun can be a pain and tip toeing over to the bigger circular heart of this map is only a minor challenge compared to where you’ll spend most of your time on this map. That being the large connecting, multi-tiered circular room with a more narrow vein of damage floor below.

 

Cool looking switch for the elevators to the left and right for minor health and the CG but soon after this becomes a game of ammo management. Who to kill, who to let live for now and who can you manage to get infighting. Infighting seemed to be encouraged with the teleport line throwing oncoming enemies back behind the others, which was nice. Otherwise you’ll end up running out of ammo pretty quick with each newly released ambush pack, even with the PG which really should be saved. In theory you could save ammo and not worry about the shotgun snipers at the center island… but that is pretty damned painful. I found it easier to kill them ahead of time then stick and move around guys in your face later to gather precious ammo pickups behind them instead of dodging shotgun hitscans. The imps above I largely ignored.

 

Once you see that BK, you had better be ready as shit is about to get real. Damn. I died a few times at that point. Squeezing you on both sides with barons and zombies, followed soon after by spectres and just about everything else including a bakers dozen of lost souls… is really hard stuff and initially seems to be an encounter that favors more of a RNG/luck sort of affair. I started using a handful of saves then. It was a fun scramble once you managed to get past those first 10-15 seconds though and start running around.

 

Lots of tricky jumps as well so saves really helped alleviate some of the aggravating frustration of failure and fuckery with lost souls flying everywhere. At one point I almost started looking for a Pain Elemental before I had to remind myself this is Doom 1. The hardest jump was the timed column that just goes up and down on it’s own. Whew. I had to jump below, grab a suit and just do circles until every single one was dead before I attempted any more jumps.

 

Finally getting back to where you kind of started led back to good looking, assuming painfully crafted, architectural display for an open aired Caco horde fight. Again… out of ammo at that point so thanks to my new-fangaled gzdoom engine I could run below those Cacs to grab some ammo. Otherwise… man, I dunno if I could’ve managed that fight.

 

All in all a killer map without too much else to speak of. I did notice I missed the chainsaw early on which would’ve helped with the ammo quandary I dealt with. Oh well. I managed. A second attempt and things would be much easier I’m sure.

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Err, sorry for double post, if it happened. BUT I DID IT! 

 

E4M6: Sanctuary of Filth|28:57, 80% kills 33% secrets|

 

This is a wild, abstract giant. It's very mazelike and covers several different themes, none of which seem to agree on a common ground. You have techbases, hell outposts, hell sections, lava islands, other... themes. It's all very sporadic and abstract, especially with some of what we're about to go over. But this is used to great effect. There is so much raw creativity in this level that tends to get lost in what I'd argue is a bit of a "tedious" moment in the map, but more on that later.

 

So let's start from the beginning. It's very rough. I'd be inclined to say there's only 1 good way to do it, but that's simply not true, this is just what i personally found to work. Grab your weapons, and rush through the Mastermind chambers to a secret that teleports you straight to the yellow skull. From there, I mostly explored around the central section of the map, picking up the BFG and blue key before going back down to the ground floor to pick all the main-tier baddies off. 

 

Something I like about this map is the options for combat you have. No matter what direction you go in or route you take, you'll stick pick up the same weapons at one point or another. It gives a "realism" effect to the map, with stockpiles of health, ammo, and weapons respectively lying around to simulate some fragment of a techbase lost in this complex. There are a shit-ton of powerups to gather, too. Invul spheres are your best friend, that's all I'm saying here.

 

Anyway, after clearing off the ground floor, things could get a little confusing for you or I, but maybe this was just my brain being not-smart, but you have to find your way to the southern section of the map. This is kiiinda hard to do? But I don't know, don't take my opinion for anything. I had to mention this bit due to the blue-and-yellow key island with the mastermind, it really threw me off-loop and is easily the most surreal thing I've seen in this WAD thus far. 

 

Actually, surrealism is a big theme in this, I've come to notice. The overall theme makes sense to go along with it, you've got sights like that and the marines standing over you as you get the blue key, and the final set of rooms with easily walked-into secrets that takes you to an odd exit. It's very abstract and surreal, and it really does give this level another layer of charm that I've come to expect from the folks behind this project. 

 

And I'll conclude with the basics: Layout could be penned off as confusing, but once you've spent a block around it, it's not too hard to navigate. Secrets were great as ever, with some real cool ones like the "light maze", if that's what it's called. Combat's rough but like I said, just a matter of getting a foothold, and you've got a really fitting spot for E4M6. 

 

500/5 

Edited by bioshockfan90
why did i say e3m7

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54 minutes ago, joe-ilya said:

Are you shitting me? I praised most of the maps in this project, and now that I start to dislike most of the maps towards the end, you're saying I'm a bully and start to spew bullshit like I didn't explain myself when I actually did.

Show me where I said any of those things. You're crying about something that only happened in your head.

 

2 hours ago, dew said:

I don't agree with your opinion on the map and I don't agree with your binary rating scheme in which maps are either perfect 5/5 or worthless 0/5 crap, but that's your opinion and you're free to dispense it at will. Live and let live.

1 hour ago, joe-ilya said:

According to this logic you want me to like everything you like no matter what, well I'm not you, so don't you fucking tell me what to like, OK? You're such a peeve when it comes to a conflict that I can't even hate what you love sometimes.

Again, how the hell can you even project that hard? You're whining about the polar opposite of what I said in something that can only be described as a fit of pubescent defiance against any semblance of authority. It's like your mom makes you play NEIS without mods and bad punk midipacks.

 

1 hour ago, joe-ilya said:

EDIT : Ahahahahaha, you're just mad because you were the tester, you don't give a shit about anything else, that's so selfish as always.

Selfish as always? But in the previous post you said it was something else "as always"! And why shouldn't I defend myself from something you said in a fit of childish rage against a map that was too hard for you?

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Personally I think dew is just mad because JoeIlya knows better than him what maps he did and did not actually test and he doesn't want to admit that all those hours he spent testing Red Gas Circle were just a fever dream.

 

(The BTSX version really is filled with wall to wall Cyberdemons)

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20 minutes ago, dew said:

Show me where I said any of those things. You're crying about something that only happened in your head.

Don't act like you're goddamn blind, I know excatly what you wrote and I have your own quote to prove you that :

 

2 hours ago, dew said:

I don't agree with your opinion on the map and I don't agree with your binary rating scheme in which maps are either perfect 5/5 or worthless 0/5 crap, but that's your opinion and you're free to dispense it at will. Live and let live. However the part I quoted is not an opinion, it's an attack on the tester of the project. I stood up for him, because I kinda like the guy and I don't want you to smear his reputation with baseless claims.

The way you cut your quotes to make yourself look innocent is embarrasing.

The only reason I said you cared about others is because I had no idea you were the actual playtester in which you both you and the mapper did a poor job with these two maps IMO.

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15 minutes ago, esselfortium said:

The Walls Are Cyberdemons

This just gave me an awesome idea for a map where the "walls" are stuck cybers and if you miss your shots at the other enemies it hits the cybers which may trigger retaliation rockets in your face. Damn that's good.

 

edit: oh, maybe even hide the cybers behind blocking midtexturs. Rocket-retaliating walls. This just keeps getting better.

Edited by NaturalTvventy
More genius

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