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4MaTC

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About 4MaTC

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  1. Is it the right place to show the belt i've made today? Belt itself is polyester sling, buckle is laser engraved (it is not new, made it a few years ago, so it has scratches).
  2. Isn't MFG38 suffered enough while compiling it? Those changes could add more :) I think i didn't used textures from IWADs but noob_gamer told me that his playthough video of my map got copyright strike because of Pain midi rendition, which is dumb: it's a midi, not an original song
  3. If endless allowed self promotion, then i'll go with self promotion too:
  4. Hey, you...yes, yes, you...wanna some brutalism?
  5. Alrighty then! Another fixes for my MAP25 - Green Demons (link is still the same): • All switch textures are changed to default red\green led switch; • Switch that lowers lift-teleport is moved down in front of projector so you won't miss it; • Lift-teleporter is now brightly lit, so you won't miss it; • Both cyberdemons are now weaker, depending on difficulty (2840hp on easy, 3460 on medium and default 4k on hard); • Added shells and cells in 2 cyb's arena; • Red skull key switch and switch that reveals it are brightly lit; • Torches now highlitghting the floor below; • Demons in sector 1582 no longer stuck; • Added some ceil light to highlight the stairs; • Bars that blocking very first room are now lowered, so you can backtrack there; • Some other fixes that i forgot or not worth mentioning. Remember, your feedback are really appreciated and helps me and this map get better, thank you!
  6. Is it exactly my map, or you don't like slaughter in the first place? Surely i will balance map more basing on your suggestions, like slightly damage cyberdemons and i already removed 2 out 3 archviles on easy. Also i agree that switches are barely noticable during the fight, but idea was that player will press them after all monsters are dead, or at least most of them, maybe i'll make different texture for it. It does not require strafe running tho, it just needs the momentum to barely jump over the gapes in the final arena. Thanks for the detailed review though, much appretiated, i hope after a few iterations of balancing you will enjoy it in it's final state.
  7. I've made some minor fixes though i am not sure that i got rid of homs in first arena. Some balancing fixes, monsters now teleport into second arena if you skip them, some misalignment fixes etc. Link is still the same, but in case here it is again: MAP25 - Green Demons
  8. @RonnieJamesDiner Took a look at your map: gorgeous and massive, and i've found some misalignment (?)
  9. Nice. Helped a lot. Spotted few minor bugs, one misalignment and got few ideas how to improve it (eg remove some cells and spheres on easy, make ledges shorter, so you could not spam cyberdemons with plasma from there). And TODO: way to teleport somewhere those monsters that you can left in first arena. Tho i can swear this HOMS are caused by some geometry glitch
  10. Map name: MAP25 - Green Demons (WARNING: Slaughter) Author: 4MaTC Play time: About 20 minutes (better you tell me) Music: Rendition of "Pain - Supersonic Bitch" (selecting midi is not my strong side, so if you can suggest another midi that would fit better - please, do) Textures: OTEX, black and green texture pack by Agaures (aka Krumzy). metal trim from unknown source (can't remember) and some i made myself Difficulty settings: yes (but tested only in UV) Coop: no Deathmatch: /no Description: Demons have sewers too, tho it's filled not with brown feces but with green nukage (over the years demons digestive system has changed a lot after eating all those marines wearing green armor: all these dyes and chemicals, you know, green armor is not a healthy food so what did you expected?) It's seems like it's common nukage, but it's not: doomguy is so used to it that it 's no longer hurts him. what are they doing here in such quantity? Who knows, maybe filming remake of Prodigy's Firestarter or TMNT movie...
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