Deleted
Members-
Posts
43 -
Joined
-
Last visited
About Deleted
-
Rank
Green Marine
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Hello, I've uploaded a quick update to add more health - one person pointed out to me that there is probably too little of it, so I've gone through an added more throughout the map. The download link has the new version!
-
Nice work on this! The fights and visuals are very well done, difficulty felt right, and you got me a few times with some of the traps. The low light and color scheme go really well with the design of your rooms. I also liked the animated textures such as the computer monitors and so on. I did feel a bit resource-starved for some fights but managed to deal with it. If there is a rocket launcher or BFG I never found them, but I'll also be playing this more than once. Otherwise I had a really good time and no real major faults. Good job bud!! Some screenshots:
-
Thanks buddy!
-
Hey, I should be able to try it sometime this week. Trying to finish up my own WAD over the next day or so, and then I'll be sure to check yours out and report back!
-
Dereliction Derby (stand-alone Boom map release)
Deleted replied to PinkKittyRose's topic in WAD Releases & Development
Had to check this out after seeing the screenshots, and this map is really nice looking. I like how you went totally ham on the visuals and decorated rooms even all the way down to kitchen utensils, leaking pipes and random clutter on furniture. I didn't take a screenshot but it looked like you even made a little chocolate chip cookie or something out of a sector on top of one of the counters? This map is full of eye candy and I love how much stuff you've crammed into every little spot. The mix of indoors and outdoors are very pleasing to the eye. Okay...so the overall balance, for me, was very rough in some spots. I can deal with harsh/punishing maps, however I unfortunately had to use cheats on this map. I promise that I am not bad (I have beaten Doom Eternal and it's DLCs on Nightmare multiple times), but some examples: The outdoor helicopter landing pad - the magnitude of enemies spawning into this area was actually exceeding the amount of damage I was able to output. By that I mean 100% dead every single time, even when trying to use infighting. There were also a few too many moments where I have 5 HP left, and maybe two bullets, and then pressing a switch or walking into a room spawns a chaingunner behind me, in front of me, to my left/right, and also tosses in an archvile. Meaning that my only options are: 1. Give up and close the map. 2. Start the map over. 3. Use cheatcodes. Still, this is super quality work and I love how it is your first released map. A lot of first maps seem to be more about giant/empty rectangular rooms and then posting on Doomworld with no screenshots or sourceport information. You've clearly done the exact opposite and put out something really great. -
Why post and advertise it as awful? What would the point be? Spend some time making a good map, even a small one and you'll get people wanting to play it!
-
So many deaths, but in the end I got there. The only issue I had was after getting the 3 keys, it took me a long time to notice that the red tower-ish building had the three key-locked doors. The baby cacodemon is awesome, and the secret room with the pile of them floating around was actually adorable. I saw your warning about picking up the BFG and wondered how bad it could it really be, and then found out. I don't know what the fat tiger joke means, but did lol at the beer/tiger poster. Probably my favorite room in this map. I was even murdered by the toilet in the corner: I also like how circular the map ends up being once you get further along, everything connects together nicely. Great work!!
-
Looks good and I may have time tonight to give this map a go. I'll post again after playing! Edit: Will have to try again later. Kept dying over and over from so many hitscanners, even after lowering the difficulty. Crazy map with danger everywhere! I unfortunately ran out of time and will try to beat this again tomorrow!
-
Hello! I had a map for you, but it was back around when you were taking a break. I'm getting very close to finishing another big map, but for now if you are down for a longer (50-60 min) single-map wad, feel free to try my other submission:
-
what are you working on? I wanna see your wads.
Deleted replied to everennui's topic in WAD Discussion
Really liking the way you use light textures and decorate the ceiling! Here's some screens of what I've been working on since last spring. There is a good chance that I will release this month and it is playable from start to finish...one massive map full of crazy events and rooms to fight in. Similar to the other map that I released here (The Cage Under Site 19) but this one is on steroids. As of now the map has 71 scripts and roughly one hour of playtime:- 9895 replies
-
13
-
Thanks for the explanation. For this one lock, I actually came with a different design idea that is better and doesn't require the above configuration...thank you regardless.
-
Hello, For a map that I'm building (GZDoom format with Doombuilder), there is a switch that requires you to have the three main keycards (red, blue, yellow) and two skull keys (red and blue) to lower a floor sector. The default selection of locknumbers in the editor does not have this combination as an option: I can create my own lock types with SLADE by adding a LOCKDEFS lump: https://zdoom.org/wiki/LOCKDEFS The problem that I'm having is that when I create a custom lock type...it does show up in the editor and work ingame as intended, however it removes the other default lock number options. For example I created a little test map and added in this custom LOCKDEF: lock 1 { RedCard RemoteMessage "My dude, come back later when you have the red keycard" } When I open this testmap and view the lock number options, I can only select the above example. The other default options are gone: The LOCKDEFS article mentions the CLEARLOCKS command: "This clears all lock definitions from previous definitions. Use this only if you do not want to use any of the original locks, or if you intend to redefine all of them....If you just want to add more locks to the game you should not use CLEARLOCKS." I'm not using the CLEARLOCKS command in my script, yet it seems to be activating anyways. Is my understanding of how this should be working correct? Can anyone point out if I'm doing anything wrong?
-
I downloaded the WAD and noticed the missing textures everywhere, and then came back here and saw that you are working on a version that combines everything into one file. I'll probably hold off until that version is ready to go!
-
I like the dark and red/green combo. Will probably give this a try later tonight, and post again with my thoughts after playing.