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Here's a challenge I'm going to take up: no sector can exceed 256x256 and no sector can have more than two adjacent sectors.
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That's sort of the idea though, seeing what kind of variation I can get from hallways and small rooms. I do like the dynamics of fighting in hallways, the danger of projectiles being increased ever so slightly. 256x256 is a pretty decent space too, as you can fit around 60 human-sized guys in one 256x256 box, not that anyone would but it's interesting to note. If more room for a certain area is needed, teleporters are available.
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Dungeon Crawling level, early stages right now. Some detailing in the form of lights and some puddles near the start. Low monster count right now. Planned to be E1M1 in a possible Partial or even Total Conversion. On Map01 right now, no nodes right now. Looking for some dungeon synth to go with the project.
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Four bite sized levels of varying difficulty, utilizing a small play space to pull off its own style of gameplay. Will expand upon the formula at a later point to get a whole wad of 8-9 levels to be released on Idgames. Custom music throughout, with 2 unique compositions and 2 retooled/remixed compositions from other sources. Contains my map from the 2016 Doomworld Mega Project.
Credits:
Map01: Avgvsta's 50 Midi Tunes from Open Game Art : Coarse Sands(instruments set to Sitar, with two parts repeated for stylistic choice and length).
Nick Baker's Useful Flats