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T-117

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About T-117

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    Green Marine
    Green Marine

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  1. My son drew this from memory after having seen your avatar on steam.  Thought you might enjoy.

    IMG_20240304_213542900.jpg

    1. Napsalm

      Napsalm

      That is adorable. I've only just seen this!

    2. Napsalm

      Napsalm

      I showed my partner who drew the original and she loves it too!

  2. Doing it that way ended up being too difficult for me. But I can just kill them ahead of time so no big deal. That's not really blind-friendly but the whole map is really too intense to be blind friendly anyway.
  3. For the Vanguard, do you mean a max of 105 (7*15)? Or is the min now 65 (13*5)?
  4. +1 Dominus Diabolicus. This one has a classic feel with really good map design and challenging combat. Definitely a labor of love.
  5. I'm bumping this thread one more time to mention that version 2.4 has been released to the idGames archive. This version contains quite a few quality of life enhancements to gameplay and bug fixes. Also, a new custom status bar! I hope you enjoy it.
  6. This one just keeps getting better (and more devious) with every update. Congrats on finishing this one! Even has one more map than you originally planned for.
  7. I like all these Bofu mentioned. It would also be nice to have a way to control player weapon inventory. Either to take away weapons or replace them with other versions.
  8. This is a very cool map. The attention to detail is top notch. The atmosphere is on the creepy side, which fits perfectly with the movie. I don't know why but I especially liked the little kennels area, which was one of the more memorable parts of the film for me. Great job on this one!
  9. Oh man. I had so much anxiety watching you play map 11. I knew you were pretty much screwed after you wasted a couple of minutes in the switch hunt and then saved. That was painful. Honestly I'm surprised you tried so long before using cheats. The idea was for the player to feel some time pressure to find the switches and escape. Maybe you are right and the timer mechanic should go away. That is definitely not a blind friendly map. So sorry about that. I really don't know how I could signal better to the player what to do though and still have the same sense of constant pressure and helplessness.
  10. For some reason my YT comments keep getting deleted or something so I guess I'll just post here. The secret was the blue armor you found between the bookshelves. Ammo availability seems to be an issue with your gameplay style so I think it would be good to add more boxes of bullets here and there to reduce some of the backtracking for ammo.
  11. For map 3, it sounds like I should remove a good portion of the pinkies from the stands. Or maybe better would be to replace a portion of them with imps.
  12. Wellll... If you're ever in the mood to play something on the longer side, I'd love to see my stuff get some attention.
  13. I would say Bofu has hit a sweet spot in terms of the difficulty. Certain fights are definitely on the challenging side and I have to try them multiple times before I pass them. But that being said, it is impossible to please everyone in terms of difficulty. You can have one person say a fight is too difficult and then another say the same fight is too easy. Sometimes it's in how the players approach the fight and sometimes it's general skill. Don't let the difficulty discourage you. Doom is meant to be fun after all.
  14. 👍 This one was really fun. And a nice reprieve from the difficulty in previous maps.
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