Jump to content

knifeworld

Members
  • Posts

    548
  • Joined

  • Last visited

Everything posted by knifeworld

  1. You've definitely got the idea of basic lighting and keycard progression down, but the maps have a terminal case of room->door->room-door->room going on. Linear progression isn't a bad thing, but adding multiple paths and changing the shape of rooms and using different textures every couple of rooms will improve upon things a lot. Doortracks usually look less goofy if you check them to be lower unpegged in the editor, and the combat of the maps would be vastly improved by teleporting stuff in, or opening a monster closet behind the player when they progress forward. Other than that, the maps weren't exactly bad. Keep mapping! BTW, your wad has the Doom2 iwad sandwiched in amongst everything else, it's not supposed to be there, better fix it quick. Also, there are two maps without map tags, I checked in SLADE3. I had to add them myself, despite not knowing what order they should be in.
  2. Unfortunately, I haven't found the time to be able to even begin a map for this. So I'm doing the sensible thing and giving up my slot.
  3. Excellent maps!! up to Map09 so far. HOM in map04: not sure if it's the same one found by Cacodemon187, but it exists in RC2. Very distracting and consistent double-slime-trail looking thing or potential nodebuilder issue here: The offending vertex shown on automap.
  4. Np, glad to help! Yeah that's fair, it's still beatable, just seems rather wild for a sub-10 map slot on first glance. Probably easier with better ammo management i suppose.
  5. Map06 by @NiGHTS108 uses a few non crate/allowed textures and has what seems to be a random floating midtexture above the exit switch. Blasting through the maps now I have some more time to dedicate to playtesting, I really enjoyed 05 and 06, but I think 06 is too crazy for its slot currently. At the very least I'd suggest removing a few of the pillar revs and moving the BFG to amongst the archviles instead of behind them so you have a bit more chance to grab it. if it was in a later slot I'd only be complaining about the non-crate textures and wild midtex appearance. Also, my map is updated with some fixes, here: https://www.doomworld.com/forum/post/2733648
  6. Looks decent! Looking forward to a playable download
  7. General Roasterock beat me to it and said it better than I was going to, but you're basically admitting that you treated Sunder and other wads like a cookie cutter set because you were too lazy to come up with something original, this suggests to me that you've bitten off more than you can chew and should have made a smaller project that you could actually put your own effort into. TBH even if you have permission, it's downright lazy to copy from someone elses project, and on top of that it's an incredibly bad look to then be claiming you've made a masterpiece.
  8. I can't find the right words to properly describe how shady and self-serving I've found most of your posts to be in this thread so far, but what I will say is that I'm glad I didn't join this project as I was considering doing around when it started. I wasn't a fan of how most of the slots were already taken by you and that it seemed like you just wanted others to finish the rest for you, at least that was my take away. It really looks like I dodged a bullet, especially as you've been calling it "the Sunder of Ultimate Doom" whilst stealing geometry from Sunder, and other wads at that. The fact you still have copypasted stuff from existing wads doesn't line up very well with attributing yourself 1000 hours of the work on this wad, does it.
  9. Ran through my map a bunch of times and fixed a few things. - Fixed some switches looking goofy and not animating - Fixed missing textures causing flat bleeding inside floating crates at the final room - A couple of misc lighting fixes https://mega.nz/file/z0s30QLS#0zM6L59yeQUPwc5pA_VWTA97oXZwZQnYva8LozDhm5M
  10. Played this recently, nice speedmap! However, I also found that the block line neutralized the viles a lot, I was able to camp behind the corner the whole time.
  11. Excellent map, I really liked the secrets and the combat encounters. Please make more!
  12. A new nodebuilder slither appeared in the upper area of the finale, it's visible from a bunch of different angles, annoyingly, (I'm sorry for discovering it, lol)... the creature knows and keeps sneaking them in... Figured I should mention it quickly before the final RC. Edit: Forgot to mention I was skimming through RC3 version, in latest dsda.
  13. True, not really an issue. But they do appear the same in the target port in both cl9 and mbf21. I guess what you mean is that it's due to some of the vanilla sprites themselves behaving that way. And np! glad to help. Looking forward to more cool maps.
  14. Incredible horror map, loved it! I played on dsda-doom 0.26.2 recently with RC1 version. I just ran through everything again in RC2 with -nomo on the newest dsda version. Spotted these visual bugs (last one isn't really a bug but still looks goofy IMO): Seems to be some bleeding flats in one of the first areas. Some weirdness in 2 parts of the finale area. hanging body at the end appears lower than the ceiling, the way I usually fix some of the hanging corpses doing this, is to raise it up inside a tiny sector with untextured walls.
  15. Makes sense, I saw the heart and assumed it was intentional since it looks cool.
  16. Nice map! But now my eyes hurt... I think the only area I saw that wasn't at or above 192 brightness was the lamp maze, and the inside of the ring structure. I liked that you have to gather weapons before going to certain areas to be able to clear them. No real complaints, other than the lamp maze was bonkers, even after collecting the plasmagun from another section. It could do with some stimpacks sprinkled in, or just Not sure what's up with this switch and bleeding ceiling in the distance, but it didn't seem to do anything, or maybe i shot it by mistake and it did, idk.
  17. Thx for playing! I noticed this after Viles stream so it's fixed for the next RC.
  18. The most fun I've ever had actually putting secrets into a map! It's something I usually hate doing, but mapping and doing a bit of playtesting for this showed me it's something that can work. There's some proper bangers in here so everyone should play it immediately :P
  19. Welcome back! Maybe the next project should be "No Armor" and use 32-in-24_Tex_V2 :P
  20. I loved making something for this! Highly recommend.
  21. Fucking awesome map, my new fav as far as -cl2 maps go. Turns out there's 2 lines that went untagged (both side lines), not one: I noticed you can shoot at certain angles and skip the shootswitch that releases the first 2 viles, because there's too much room between the two trigger lines, so I was able to do the main wave without them appearing. Also you can kind of doorfight the remaining enemies, but it's still super dangerous so it's whatever i guess, unless that's something you don't want happening at all.
×
×
  • Create New...