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Parkolnaught

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About Parkolnaught

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  1. This seems pretty interesting, especially the mix of vanilla textures and UDMF. Surprised no one has jumped on SSG and Rocket launcher since it opened back up, so I'll give it a try. Also, assuming jumping will be disabled?
  2. This is my WIP map so far, it is missing the final fight but the area is there just not fully built. It is also missing the secret fight. Please let me know of any bugs. Difficulty levels have been implemented, stock music for now. Plan on finishing this out within the next week, life just got super busy for me. sugarNspice.zip Screens below for those interested
  3. Here is the updated death exit 30MC_Parkolnaught_V4.zip Dear god I hope I didn't break anything....
  4. WIP so far. I kinda feel like this map will get lost in a sea of very similar maps, so may need to do something to make it stand out. Also wouldn't be surprsied if I end up re-texturing a lot of this.
  5. @Clippy which hell knight were you having issues with teleporting in? Also the BS kill line was an accident and had been removed in the v3 download, but thank you for letting me know about it.
  6. @SCF Thanks for the feedback!! Fixed the issues with the fence texture at the beginning and also fixed the issue with the lowering wall by replacing the lower texture so it should work without the need for the texture pack. As for health, I knew I was being stingy. Wanted to give the player incentive to search for secrets, since I hid most of the health there. In hindsight I was probably being too unfair so I added some stim packs to the map. Still would like some more feedback on this however. Lighting was completely my fault here, I was using DSDA in GL mode which is very dark on my computer, hence that is why it was so bright. I have gone back through and tweaked the lighting, I will add some updated screens to give a better feel for the new lighting. Here is the new file, I will also update my older posts too. 30MC_DrFluffystuff_v3.zip Here is the new lighting:
  7. Tested this but I keep getting a weird HOM effect on the sky textures. Opened the map up in ultimate doom builder, looks like you have some missing textures around the edges of the skybox. You can easily fix this by giving those missing textures a line horizon action just FYI.
  8. @Biodegradable Thanks for the feedback. Glad to hear that it was balanced and fun, was worried I may have been a little to harsh. I actually dialed back some of the fights, think I was playing to much Sunlust and it rubbed off on me. I fixed the HOM issue and a few texture alignment issues I had found. Edited my above post
  9. So thought that I would give this a try. This ended up being a little more difficult than I had originally imagined. I haven't released many WADs, this is my second ever, so some feedback would be greatly appreciated. Oh and I really went all in with the blue theme. 30MC_DrFluffystuff_v3.zip Map Name: 30/30/3 Author: dr fluffystuff Theme: ummmm.... blue Music: Pipeline by James Paddock Difficulty Settings: Implemented Ports Tested: DSDA and GZdoom
  10. So this will be my first wad ever released. Boom map tested on PRBOOM and GZdoom. Medium/Hard difficulty depending on player skill, uses textures from OTEX and Gothic texture wad but used textures are included. Dehacked file and MAPINFO file are only for NAME CHANGE. Enjoy and let me know what you guys think. bookdepot.zip
  11. Not bad for a first map. I would have liked to see a bit more verticality and maybe move the rocket launcher to the end of the hall so when you open the door you would see it and have your first instinct would be to run for it and get trapped. Overall good first showing, looking forward to more.
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