Jump to content

b0n3

Members
  • Posts

    8
  • Joined

  • Last visited

1 Follower

About b0n3

  • Rank
    New Member
    New Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hi all, Did a quick sweep through my map and tided up some textures and crusher linedef actions. I think it's help create a better ambience. https://wadhosting.com/Wad/C3990412F98590CD982BAB2995F44B70176698DF Cheers,
  2. Wowsers, talk about popular demand, I'm glad I floated my second map early in the piece, slot availability didn't last 24 hrs.
  3. Loving playing through each map, currently 3/4 of the way through episode 2. In regards to all the commentary about adding more maps to pad out episode 3 can I please throw this map into the mix. Underside https://wadhosting.com/Wad/67315701496EE3B97888D69269BEE69F4A97DC95 Got the flu earlier this week and didn't venture far from either the pc or the bed. I think from working on the previous map the geometry, enemy placement and styling came together so much more fluidly.
  4. Small update to the map from the result of coop testing: Menagerie Mayhem v3.2 https://wadhosting.com/Wad/7E2D9E480131D63FC976AA4A278839867A69C249 fixed yellow key door to actually to be assigned to the yellow key (yep a slight error in the previous revision) few texture alignment tidy ups removal of stalagmite softlock
  5. Hi All, Loving the play throughs and work put in to date, have started progressing through the episodes to check each of the maps out and came across lots of wall clipping issues with E1 M13 Damned Dam, anyone else experienced that?
  6. Hi All, Having a blast watching these playthroughs. I've made some QoLI's to Menagerie Mayhem Added chaingun - makes playthough a lot less clunky New visuals across long walls to breakup large wall textures Added a timed switch to open sector tag 5 to remove co-op softlock if a player dies in the bird aviary Updated monster roster - watching the playthroughs of other maps I realised the mechanics of the monster combinations I had chosen could be improved, some roster changes helped strengthen combat where required and lessened in the 'filler' sections Added weapons for DM New music https://wadhosting.com/Wad/A59174E558A7C4D30EED9CE093BCC49873CA15BA enjoy!
  7. Thanks for the playthrough feedback, yes the lack of chaingun was intentional, figured it would give the level an element of 'survivability' and scrounge what you can after being captured and shipped away in a crate. That switch at the exit started a crusher in the monsters teleporting spawn boxes to allow you to get 100% kills in case someone pesky decides to not spawn in correctly. Just changed it to a walk over linedef trigger as you approach the exit, net same effect without the confusion. Here's the update: https://wadhosting.com/Wad/7522A897FAAA2D615770F1E562188B81691D186C
  8. Hi All, Long time player, first time mapper. Hopefully it hit the scope and pull's in the 90's vibes with some doom cute bathrooms and air vent shafts. A short story about the map: After being captured Jamal Jones is transported to an old research facility in one of UAC finest crates. Busting straight out of the box with a bayonet Jamal finds himself abandoned in the middle of a colosseum, with the remains of late victors surrounding him. Discovering the surrounds Jamal notices a busted air vent shaft to explore the rest of the facility to discover it true purpose. https://wadhosting.com/Wad/9451F578B6E113BE75A228ABF84921C95317239D Title: Menagerie Mayhem Author: b0n3 Build Time: Lost Count??? 20-25hours Music: icarus.wad MAP10 Tom Mustaine - "Slow Evil" atmosphere/theme : Abandoned Techbase Difficulty Settings: yes Time to Complete: <10minutes thinking it's early in the wad MAP03-MAP07 spots? Multiplayer Compatibility: yes Deathmatch Compatibility: yes
×
×
  • Create New...