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Shawn

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  1. Here is a fixed version. I fixed the stuck area with the two lifts, as @Ar_e_en mentioned. I've also added invisible walls to make some windows bulletproof in the central building of the blue key area and in the office's factory. It makes both fights much smoother and closer to what I intended, but I didn't know how to do it at the time. Consumed Settlement.zip
  2. Thank you for finishing and releasing this wad. It was a long journey but the result is worth it. If there is ever an update on the WAD, could you change the description of my map in the read-me text file to this : Thank you !
  3. Thank you for playing my Wad ! I really liked your aggressive play-style, it made the video fun to watch. I hope you had fun !
  4. I just finished the first few maps and the first secret map. The black rain, the leaves floating with the wind, the imposing architecture. I can't wait to experience the rest of the wad. I can see all the work that went into it, and it pays. Combat is fun, music is delightful and the maps layout feels logical. This is amazing. Thank you for this awesome work of art.
  5. I just played this map, and I had a ton of fun. The concept is really unique and brilliantly executed. I loved it. I can't wait for your future projects.
  6. Thank you again everyone for the great feedback. The wad is now uploaded on Idgames. The only difference with the last RC is some removed unused files, no game-play changes. Alright, time to start my next project and make it even better !
  7. @DreadWanderer Great ! I've replayed the map-set and haven't felt any excessive shortage on ammo. It should feel good now. Thanks. @Insaneprophet Thank you ! I'm really happy that the community seems to like this map-set. It always feels good to have some feedback. Thank you. @val_de_travers Thanks ! Yes, Powerslave's visuals were an inspiration. I will try to make my maps a little bit more vertical, it will bring more variety. I'll keep that in mind for the next ones. @plums Thank you ! There is some nasty trap in co-op mode. Hopefully, knowing the maps will make it fun for you. I'll wait a few more weeks to see if anyone finds any more bugs and then I'll upload this map-set to ID games. Thank you everyone for your feedback and the play-testing. I'm still not decided on the theme for my next maps, maybe Aztec/Mayan or something Asian. I feel there is something cool to make with those themes.
  8. I updated the wad with some small balance changes. More life in Map 01, more ammo and less tedious monsters in Map 04. Changelog @DreadWanderer I added a bit of ammo and changed some Hell Knights to other monsters with less HP. The map should be a lot less tight on ammo now. Thank you. @NoisyVelvet Thank you for the demo. I added a small health kit next to the switch in the air on Map 01. I hope it will make it easier to see. It was fun see you running around in Map 02, killing everything so easily. @Muusi Thank you for the Wads suggestion. I'm going to check them ASAP !
  9. @TheNonDrinkingLeprechaun Thank you ! Happy you liked it. @ZenGun I spent months detailing everything. It was a really fun challenge to make every room have something unique to look at. Thank you for the music suggestion. It creates a new atmosphere and makes the maps feel fresh even for me. Thanks. @Muusi Thank you for the great ressource pack. It was the initial spark that made me do this wad. I hope we'll see more maps use it. @DreadWanderer Thank you, Powerslave's visuals certainly inspired me. I'll check the ammo count on map 04 UV.
  10. Thank you for finding this. I've corrected it and updated the zip file in the first post. Hopefully you won't encounter other softlocks. Thanks @Bobby "J @pavera @indigotyrian @Laocoön for the enthusiasm. I'm glad everyone is enjoying this.
  11. New version ! You can download it in the first post. Thank you everyone for the great feedback. Changelog for RC2 - Added a new title screen logo. Map 04 Reworked the Yellow Skull area. - Made platforming easier. - Made the Yellow Skull Key trap less cheesable. - Made deep water friction slow down the player a bit less. - Made GZDoom behave similarly to the other ports concerning deep water friction. - Added differences between difficulties. Easy = No friction, no damage. Medium = Friction, no damage. Hard = Friction and damage. Map 05 - Fixed a bad impassable linedef. Cacodemons and Pain Elemental can now get out of their cages in the Yellow Skull fight. - Fixed a small texture misalignment. (RC2b) Map 06 - Removed energy cells at the start of the map on Medium and Hard difficulties (260 -> 160). Easy difficulty is unchanged. - Made the Cube Spawner shoots monsters one second faster (150 -> 120 tics).
  12. @AdNauseam Thank you. I think it gives so much identity to the wad. I'm really happy about it. @slowfade I found the source of your error. PrBoom+ 2.6.2 changelog say that they fixed that error. UMAPINFO: fixed using_FMI reset * no more crashes at textscreens (e.g. after MAP06, MAP11 or MAP20) after viewing finale picture upon finishing a level with UMAPINFO 'endpic' property If you update your PrBoom+, it should no longer crash. @Biodegradable Thank you so much for the video. The final level was a treat to watch. I was anxious for the whole duration. I agree that UV+ is intense but you conquered it and it was a real spectacle to watch. This last level use the Cube spawner from the Icon of Sin. According to DoomWiki, Pain Elemental have a 3.91% chance to spawn. You were really unlucky with so much of them. Nice catch with the little goof in Map 05, I'll change that for the next update. Thank you again for the videos.
  13. Just finished a playthrough on UV. It was fantastic. The corrupted theme is really unique and gives a lot of really surprising encounters. Loved the glitched monsters, especially the shotgunner that send you flying into the air, it was hilarious. The maps were really well made, I really felt a sense of masterfully crafted chaos. The special FX when you die is just crazy, I love it. Thank you for this brilliant mapset, it is really a unique and fun experience.
  14. Thank you everyone for your nice messages. I'm really happy that everyone seem to like this mapset. @DRON12261 Thank you for the kind words. Good idea, I'll probably add a second Cube Spawner in UV+ to put more pressure on the player. @slowfade Thank you for the review. Weird about that crash. I used the latest version available of PrBoom+ found here and could finish the Wad fine. Can you tell me the error message, so I can try to fix it on my side ? @Biodegradable Awesome video ! I loved it. You were hilarious through the whole video. You were super close to find the secrets on Map 02, the candles are indeed an indication. About Map 04, GZDoom seems to handle friction differently than the other port. You're supposed to be slow down a bit, but not THAT much. That made the fight way too hard and frustrating for you, I'm sorry about that. I'll see if I can do something to make GZDoom behave like the other ports. I'll probably tone that section down for easier difficulties. There is no other shenanigans like that through the rest of the wad, so I can't wait to see how you will handle the last two maps on UV+. @Veinen Thank you for your thoughts and the detailed review. I wasn't sure about how people would react to the music, I'm glad someone is liking it ! Your replays will help me a lot to craft my future maps, I can really see what works and what doesn't. About Map 04, I like your idea about a rocket launcher with little ammo to help the cleanup. About the AV room, this room seems to create lots of strong opinions about it, I'll see if I can smooth it up a bit. Maybe I can trigger the trap earlier, but I'm afraid this will make this fight way too hard. I'll test it. I spent a lot of time on Map 05, so I'm happy you liked it. About Map 06, I'll wait for Biodegradable's video to see how he will make it on UV+. If it's too easy for him, I'll probably cut down on the ammo a bit and maybe add a second Cube spawner on UV+ to really put pressure on the player. @Somniac Thank you for the great video. It was fascinating to see you find the secrets in Map 02 so easily. About the last map, you're supposed to flee, there is no Icon of Sin to kill.
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