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Nootsy-Nootsy

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  1. stomach_acid_careful_4-11.zip Aye, here. Sorry for 10 days late. Ty for being patient with me. With everything else people making this wad will be great :)
  2. stomach_acid_careful.zip I might make another map to try and redeem myself <edit: rethinking this, I'm going to finish my personal wad, and then use those skills to submit to other community projects, you are free of my nonsense for now:)> I do like this map though, absurdly abstruse as it is. To address your issue with the exit it's still colored the same but the door is extra loud now and there's a lost soul at the end of the tunnel so hopefully people can intuit it's a tunnel. I don't know how player psychology works I'm very dumb.
  3. A very nice map with a persistent dread, very consistent and clean detailing. I enjoyed the small amount of non-linearity at the start, which constrasts a more straigtforward and propulsive progression at the end. The encounters aren't that bad but they're compounded by the darkness (and for me Cripsy doom's resolution) that makes everything so much more cramped and difficult. There's a nice pace between the challenging areas. For instance going from a double archie room with only SSG that you can make very simple by running away, to fighting two hell knights in a pitch black room, to a crazy outdoor slaughter-lite scenario. Ammo balance is very constricted and killing everything seems tied around the secrets. You get a chainsaw and berserk but very little was easily boxable. I have absolutely no idea what I would have done had I not found the BFG. The second outdoor area is extremely chaotic and the only area to kill me, which it did so once. I barely had enough ammo to get through it. I can't imagine having to take twice as much cells to take out the cyber. Having all the rockets around when you only get one until later felt cruel, though I did appreciate all of them going up to the final fight, really enjoyed the increased scale in that area. Health was also very tight in this map and I was consistently around or below 50 health, but the map was very well crafted so that was always enough. Even without the mega in the final area I managed to not die, thanks to the power of the BFG and running away. With only 2/4 secrets, I had to exit with 2 shells to my name, leaving 2 pain elementals and 4 Mancubi alive. Great map! :)
  4. tbh I'm disappointed too. Now that I have that idea solidified I feel I could do a lot better with it. If it works out I may completely redo the submission for something that actually makes use of the gimmick. Need to focus on a series of cool rooms instead of a big mashed up space. There's also just the fact that the geometry is currently near good enough, I could just fix it to look better <:
  5. I for one appreciate slaughter with a safety-net. Makes me feel better getting through 'tough' maps only dying a few times, as opposed getting destroyed by fights beyond my comprehension.
  6. Sort of... maybe? I didn't really play with the idea enough to justify it, but at least one secret relies on it. Being the one making the level it's hard to judge what would be a 'fair' thing for the player to try their hardest to visualize the edges of the space. That's why I'm thinking maybe just removing most of the enemies so you can move as slowly as you want and feel out the space.
  7. We can work on lots of conveyance for the player for sure. My goal with the balcony jumping was to softly enforce killing the monsters before you can make your way to the red key. It's kinda frustrating to work with that though because the player has saves and they don't actually need to be concerned that doing a certain task is obscenely hard, they just power through it thinking it's meant to be like that. I can make the entrance more obvious but you didn't even walk over to it when you had that goal of getting to it. I (or worriedIdiot) need to think about a smart solution that resolves my goal with a player's goal of getting the key as soon as darn possible. I'll consult with him. Rocket Launcher weapon is actually sort of a bonus, I could a second one behind the red bars when you really need it. Maybe I'm just blind but I couldn't find any obvious textures for marking a white door? edit: Also I just realized im fricking dumb and there's an archvile you can't kill.... uhhhh
  8. I *know* this map is going to be infuriating for people who aren't me, the person who made it and knows where all the land is. But in the vague hope that it's not, I'm giving you version 1 for playtesting. Keep track of your feet! note: there are three secrets to the map that are probably easy to find, but for playtesting purposes I don't use them. stomach_acid.zip
  9. If He does not descend to grant your request would you settle for a simple fool who makes really mean and badly thought-out maps and doesn't share them 🫣. Would be a privilege to work with you.
  10. They say MBF21, so use MBF21. Idk what exactly you mean by 'from the start' though so maybe I'm confused too. Good luck mappers. I will be starting my own competing nova negative four where all the maps are required to suck >:(!!
  11. I'm very glad this has been delayed because only now in 2024 have I found the time and an idea for mapping. I'm trying to make a map that vaguely plays around with the fact 256 lighting everything makes some stuff a little difficult to see. (Not going too far with the idea yet, not very challenging) But I wanted to make a funny little poison swamp that's sort of covered by 'plants' but there's only the neon green grating. @ViolentBeetle Would you mind either making me a match for F_GREEN2 in color or I could make my own and add it in my submission? Having the entire field neon was a little too strong for my eyes.
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