vincent0s Posted March 20, 2017 (edited) After my experimental WAD (.../forum/topic/93155-my-first-wad/#comment-1723095) This is my first 'real' map. I made this map not to be easy, i enjoyed testing it. Hope you'll enjoy too and ill appreciate feedback :). Tested with: Zdoom Number of maps: 1 WAD: doom2 Update v1.1 Notes: + Added lighting + Removed Revs @ Nukeroom and added super shotgun for who missed secret at the begin + Made secrets more clear + Red teleport hall way, door closes behind you, more intense combat also added new monsters + Added ammo and health + Entrance at the nukeroom, has a pool of 5% hurt so you now forced to enter the room at once, so no more camping at entrance, this was how it was supposed to be played + Special thanks to Suitepee for his gameplay Happy playing Download 1.1: http://www.mediafire.com/file/8at3zhmuv4w3b1u/SladeVin2_v1.1.wad Download 1.0: https://www.mediafire.com/?e8lpw6jtaaayo4v Tip if your having a hard time with the first Arch-vile encounter: Defeat the 'weaker' enemies first, watch out for the barrels, when hes busy resurrecting attack him. Screenshots: 1.1 1.1 Edited March 27, 2017 by vincent0s 0 Quote Share this post Link to post
NecrumWarrior Posted March 21, 2017 Great improvement over some of the maps in your other WAD! And yeah it is definitely a challenge. The horde of zombiemen at the beginning was a hurtle unto itself. I got lucky and the Changunner dropped his weapon where I could grab it. A little problem I found is that the door at the beginning that opens with the switch seems to also raise the inner wall next to it. If this was intentional you will want to unpeg the wall there so it doesn't make the wall look like it's moving. If you want the tracks to move like that I can respect that as a creative choice, but the wall bit is funky looking. 0 Quote Share this post Link to post
Suitepee Posted March 23, 2017 https://www.twitch.tv/videos/130728649 (it's the last wad I test, about 2 hours into it) Good use of stock textures, despite various alignment problems. Not so sure about the 'door' texture usage in that first fight room though. Gameplay was decent throughout; questionably a bit more health here and there might have been nice, but I managed to persevere. The revenant placement in the nukage room was awful, as even one or two people in my chat agreed. 0 Quote Share this post Link to post
vincent0s Posted March 23, 2017 On 21-3-2017 at 7:08 AM, NecrumWarrior said: Great improvement over some of the maps in your other WAD! And yeah it is definitely a challenge. The horde of zombiemen at the beginning was a hurtle unto itself. I got lucky and the Changunner dropped his weapon where I could grab it. A little problem I found is that the door at the beginning that opens with the switch seems to also raise the inner wall next to it. If this was intentional you will want to unpeg the wall there so it doesn't make the wall look like it's moving. If you want the tracks to move like that I can respect that as a creative choice, but the wall bit is funky looking. Thanks! soon ill release An update. 0 Quote Share this post Link to post
vincent0s Posted March 26, 2017 (edited) On 23-3-2017 at 11:35 PM, Suitepee said: https://www.twitch.tv/videos/130728649 (it's the last wad I test, about 2 hours into it) Good use of stock textures, despite various alignment problems. Not so sure about the 'door' texture usage in that first fight room though. Gameplay was decent throughout; questionably a bit more health here and there might have been nice, but I managed to persevere. The revenant placement in the nukage room was awful, as even one or two people in my chat agreed. Thank you for your gameplay, i am using it for smoothing gameplay and fixxing :) ps removed the rev in the nukeage room, and added the super shotgun (for who missed the secret in the begin ;) ) Edited March 26, 2017 by vincent0s 0 Quote Share this post Link to post
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