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revlis

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About revlis

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    Green Marine

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  1. Finally got around to play this and I must say this was a very enjoyable map to play from start to finish. Definitely a memorable experience with the running-away bluekey :)
  2. Well to be fair I did not read the description carefully before playing this and seems like the 1hp gimmick doesn't work with the FinalDoomer, so I've played through the set with a normal 100hp start. It actually seemed challenging enough (UV) and I've noticed halfway through that there's a distinct lack of health or armor pickups, so I guess I was just playing it on easy mode (the full HP allowed me to get hit a couple of times). I then tried it playing as it was intended and only finished first two maps. IMO hit-scanners ruin the fun of "don't get hit" pretty quickly. Nevertheless, these are some well made maps.
  3. I'll agree with what was said above and say that this is very well done, visually enjoyable and challenging enough map from start to exit.
  4. Always nice to see some good Heretic content! Enjoyed the first three maps very much. The "rejected" one is a bit more slaughter-y than I expected.
  5. As others have said, this is a great-looking and well-balanced map, well done! However I'd like to point out a minor issue with how you've set up the rocket launcher and cyberdemon teleport: if some monster (e.g. one of two barons nearby) is standing on the spot where cyberdemon should teleport to when you pick up the rocket launcher, the cyberdemon teleport is blocked and does not happen (and there is no way to re-trigger the teleport since it happens only once, on rocket launcher pick up). I was unfortunate enough that exactly this happened on my 1st play and I was unable to finish the map.
  6. Just looking at PeceMan's video I think I've played this WAD like...a while ago? It was definitely already uploaded once, somewhere... maybe an older version of it?
  7. I tried to speedmap this, took me about two hours for general layout and another two for details. Did not implement difficulties (but I can get that done aswell if need be). E4M7: And Hell Kinda Followed Tested in GZDoom & PrBoom+. Since we are doing layout comparisons, here's mine E4M7 compared to DOOM.WAD's: So I kinda got the BFG/cyberdemon part and the outside part right (these two were also the most memorable for me), everything else is... pretty much simplified, the starting area with wooden halls is a bit more complicated in the actual E4M7, and I completely missed some non-critical path sections of the map (this is probably why I could not put the red room with lost souls and a skull key in any sensible place, so it just is there at the beginning.
  8. Looks like no one is working E4M7? I can take that one contribute what is to be a poor recreation. :)
  9. Thank you for the detailed review. So yeah, restricting myself to the 1st episode monster roster, which is quite limited (former humans, sergeants, imps and demons) - so bunch of hitscanners are to be expected :) Should probably throw in more health here and there to make the whole thing a bit more comfortable, so player is not too often on the verge of being killed by the next shotgunner's shot.
  10. Well, I guess that situation was bound to happen eventually as the lift is made of two sectors ("inner" and "outer" one). You blocked the "outer" sector from lifting up, while the "inner" one lifted up successfuly... Will be fixed, and thanks! :)
  11. Nice catch. The idea is that after pressing both switches opening the blue-bordered doors (if I may call em as such), player would go to the wall with a final switch (last screenshot of yours), which lowers both itself and the wall before the exit. But of course, one could as easily just navigate back to the central hub through the red or yellow door, completely missing the final switch. Maybe if one goes yellow door 1st and red door 2nd (from the screenshots it looks like you went vice-versa), the reveal to the final switch is more obvious - as the doors to the final switch are on the "red door side". Thanks for trying it out, I hope you'll like M5 as well. :)
  12. Thanks for playing! Watching someone else navigate the map for the first time is always interesting to me, as the layout and progression makes perfect sense in my head, but it might not be so for other people trying it out. Anyway I've noticed that at about 25 minute mark in the video, the nukage pool (which leads to the red key room) did not lift properly after pressing the switch.. fortunately you figured it out later on, but I assume the monsters below blocked the lift and it just immediately went back down. Guess I'll have to add some "Block monsters" to linedefs there. I cannot believe this never happened to me after so many tests runs! What's the gameplay mod you're using? With it, pinkies seem to run and bite quite well, and that might've made the berserk challenge tougher than expected (among other encounters with them), I think.
  13. Almost 8 months (wow, time sure does fly!) after showing my E1M3 to the world and receiving some positive feedback (thanks again to those who gave it a go!), I am back... with two more maps I consider "complete", thus not going to do any major changes anymore. As already seen, it's stuff inspired by "classic" doom maps. Same drill as the last time: Requires Ultimate Doom WAD. I've been testing the map in GZDoom. Difficulty levels are not implemented. Jumping and crouching are disabled with MAPINFO. To not forget to mention, this wad replaces E1M4 and E1M5. wad: MF7_M4M5.zip some screenshots:
  14. Now these are two very good looking maps, well done. One small thing, I've got stuck on MAP02 here: https://i.imgur.com/5XUJH4z.mp4 I thought is going to be a secret heh :)
  15. This is some genuinely good Heretic content - great stuff from start to finish! Played it on medium difficulty. Final boss was interesting, but to me the slaughter at the end of M7 was actually more difficult and had me checking if I'm actually on M7 or already on M8 :) Another thing: I somehow got from M7 to M8 with full runes and flame orbs. I got stuck for a while at the point where one is supposed to pickup the rune staff and phoenix rod to trigger progression. I even tried to just walk through the weapons (not picking them up because I had full ammo) thinking there is some player-walks-over linedef action. Anyway at the end I somehow figured out that I should probably spent a bit of ammo to pickup the weapons.
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