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particleicicle

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  1. This is a screenshot of the released version and the one I submitted side-to-side. The closet that the enemies were in was removed. Also, as I was taking this screenshot I noticed the likely reason for this, because it seems I accidentally broke the sound propagation to this area at some point so the monsters never wake up. Whoops. Don't know how I didn't notice this.
  2. Great to see this project get released! I've played up to MAP15 and I noticed that the monsters that teleport in after you press the first switch at the end of MAP15 were removed. May I ask why this was done?
  3. This might work for recovering even the lastest changes, I'm not completely sure though since I haven't had to try it.
  4. Here's the third revision of MAP15. I think I have remedied the health and ammo issue somewhat. I also fixed the other issues mentioned and made some changes that I think don't conflict with the AI's will. I also asked it for the music track, which is now Countdown to Death by Bobby Prince. doom 2 map15 chatgpt V3.zip
  5. As I tried to play through this map I noticed that at least on Crispy Doom (v6.0.0), the blue (and probably red) door behind where the player spawns are unable to be opened. I think this happens because the open action on the back of the yellow door is eating the use input. From my testing with UDB, it can be fixed either by spacing out the doors more or by only assigning the door linedef action to the side that the player normally opens them from. Other than that I didn't come across any issues while playing.
  6. That's funny! I haven't seen it happen myself on any map but I've known it could happen since I saw decino's vid where it was explained. I didn't put in a lot of stimpacks and medikits into the later parts since I was interpreting ChatGPT quite literally and I was afraid that adding them would be taking too many creative liberties. This was also my reason for not flagging the secret exit as a secret. I also noticed the lack of ammo in testing and tried alleviating it but I guess it wasn't enough. The inaccessible area used to have a secret door leading to it but I removed it and can't remember why. I think I'll add it back in. The zombieman/shotgunner is stuck out-of-bounds is because I re-shaped the wall at one point and somehow forgot to reposition them. Thanks for playing the map! I'll be sure to try to improve on these things and upload a new version when I've done so.
  7. Oh damn, that I did! Here's a fixed one without them. MAP15 v2.zip
  8. Here's the first revision of my map. Let me know about any issues it may have. The ChatGPT responses are in a text file within the archive. doom 2 map15 chatgpt.zip
  9. MAP30: - Fixed some other issues that I noticed MAP07: - Made the beginning area larger and added more mancubi - Added a room with the yellow key and a secret area NEGATIVETWO v0.46.zip
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