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Firedust

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  1. Timmy, I recommend you ask someone to test this, see if the maps work as intended, if all secrets and kills are possible, if there are any softlocks, etc. That will definitely help you get this out the door in a true completed state.
  2. I can hear The Final Countdown playing in the background...
  3. Started my playthrough, made it to e1m9 so far. This is classic dooming at its finest, great stuff. Not sure how I feel about Nell's theme as music of choice in a Doom level though ahahaha. Also, this project has got me thinking how many of the og doom levels had <=1000 lines. Because so far I definitely wouldn't call this concise by any means. E2M4: this teleporter closet is broken: https://prnt.sc/J8vsf37Pfs8_ E3M3: broken closet with lost souls: https://prnt.sc/wIJB6JkOOgPo
  4. All done. This was a big improvement over the first Doomium. If you're ever planning to do another one, I recommend a thorough quality control - help the mappers improve their work to avoid such an evident variance. The excellent maps in this one are truly excellent and the not so great ones are... not so great. Thanks for making this happen!
  5. Well, this just dropped out of nowhere. I suggest you put [32 map megawad for TNT] in the thread title to attract more attention.
  6. In map 18, most switches don't change animation when activated. Map 21 has a potential softlock. If you press the switch in sector 377 and cross the linedef that raises the wall again, you will no longer be able to lower the wall. Also, the arachnotron never teleports in during the final fight because it's too wide (might be a gzdoom thing). For map 24, please make a skip map, so that continuous players don't have to play through The Chasm. Map 25, the cyberdemon is too thicc to cross the teleporter linedef.
  7. Nearly missed this! Hopefully, the mods will move this to wads & releases soon. Screens look fantastic!
  8. Well, TECHNICALLY, since this is an mbf21 project, surely it can have more than 32 slots, right?
  9. I had been putting off playing through the first installment for a while and this was a great excuse to finally dust it off. It had a handful of great maps but also a fair share of duds. I then started the sequel. Beat the first episode, and this is definitely a notable improvement. Visuals are better, combat is better, everything is better. The secret map of e1 was cool too. The closer imo could use some work because atm it's just square rooms with enemies stuffed inside them, my least favourite map of the set so far. Also, there's a funny imp in this closet that never teleports in https://prnt.sc/mfkOGSSptt_X All the other scrolling floor closets work as intended. I will edit this post should I find any more bugs during my playthrough.
  10. Damn, you been doing the lord's work for a good while now. Still gonna wait till you implement all the QoL changes you got planned :)
  11. Will this run okay in GZDoom 4.11.3? Either way, I am so excited to finally give this a whirl!
  12. Alright, here are some of my thoughts on the episode. The artwork is indeed fantastic. You've conjured up a consistent theme across the maps without it ever feeling overbearing. The visual side of things is cool as hell. Made me recall Visions of Eternity, if anyone remembers that Doom episode (was a fanmade episode 5, which was also very visually consistent and quite pretty). I generally enjoyed the skull and heart pedestal + exit skull tower gimmicks - but imo there was absolutely no need to incorporate those fireblu secrets, especially considering how obnoxious some of them are to get and the pretty much zero reward you get for doing so. Even Romero occasionally put something else besides an armor bonus in some of those closets. Combat is VERY light and doesn't really compare in terms of difficulty to any Doom episode starting from Inferno. The only time when I actually felt threatened was the big encounter in the last map. And that was pretty much it. Monster counts are super light and most of them are low tier. I think the baron gets introduced in e7m4, which is pretty damn late lol Wish you had tested the mapset a bit more thoroughly before me attempting it because there are quite a few gamebreaking bugs in there. Overall, good stuff, very nice for a cosy doom session. Also, why does e7m7's track sound like this is nightlife lol
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