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Ravendesk

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Everything posted by Ravendesk

  1. This map is so mean, but so incredibly fun, I love it. Here is an extremely long fda on uv with saves, plays back with dsda-doom 0.27.5 (possibly on the latest version? just downloaded it a hour ago): nstbt-raven-fda.zip Had quite a bit of aimless running around at ~15 minutes mark because wasn't sure where to find health to be able to progress with one of the big fights, but figured to look for secrets eventually. I actually really enjoyed that aspect of having to figure out where to get the health and armor for the key fights, was very interesting resource management task to solve. The map doesn't like you being wasteful. Cool fights, cool layout, cool oppressive snow cave as a setting. Also the map has the most (to quote) "pretentious weapon progression" ever, I really love that.
  2. Totally derailing, but what exactly do you mean here?
  3. I don't care for permanently locked secrets (or any non-backtracable progression for that mapper), but I wouldn't consider it to be an interesting way to add replayability. There are other much more creative approaches to add replayability, locked secrets seem like a minor and unimportant thing, especially if they just contain a powerup - why would I replay the map just for that? If I'm going to replay it, it's likely for other reasons (interesting non-linearity, changing fights, exploration aspects, or simply because the map is super fun). And tbh people who care to see everything in one playthrough can just noclip, people who don't will leave the map no matter if the secret is locked by the end of it or not (and might replay or not for other reasons).
  4. If you have another bfg hidden somewhere better tell right away.
  5. Map 20 UV-MAX in 4:25.31 zip: pinacola20m42531.zip video: https://youtu.be/m6oax9BIwC8
  6. Map 21 UV-Pacifist in 0:41.11 zip: pinacola21p04111.zip video: https://youtu.be/Ri-9GOgMlhM
  7. Map 01 UV-Pacifist in 0:26.14 zip: pinacola01p02614.zip video: https://youtu.be/MwPnhUyH2tY
  8. There are a few: fire rainbow 01 (easy) bythehour 21 (easy-medium) noye 13 (medium difficulty), 33 (hard) four perfectly fine lemons 04 (hard, but has meaningful difficulty settings) goodwad 01 (very hard) 30 monsters challenge 60 (one of the sections, hard) d5da 25 (unusual, but still racing) Probably forgot some. Still it's a very rare genre, so each new entry is very valued, and this map is also very elaborate and varied, so that's a double plus. As for the difficulty reference, I consider it "easy" or "easy-medium", and it's actually very welcome because so many racing maps are difficult and it's hard for people to get into the genre (btw hats off to eviternity 2 team for including such a niche map in a high profile project and popularising the genre).
  9. But then... Hefest got this run: pedal14m15980.zip Missed linedef at the zombies, but it's 1:59 anyway, and I aimed for sub-2 :) Also I didn't see any mbf21 actions in the map, so I assume the map is complevel 9, but it would be good to explicitly state in the OP. Excellent map! A fine addition to my racing maps collection.
  10. Stardate 20x7 map 05 changes black key fight if you got bfg earlier, most of Fractured Worlds maps change secret fights if you found bfg before accessing them, Dimensions map 03 changes some fights if you got bfg before beating them. More examples from less known wads: 1x1 09, Poogers 25, Alcazar 04, finnks13's map in Jamal Jones, el inferno's map in 12moredays. Also Sepia 18 and Wormwood5 03 go several steps further and change all of the fights based on your route in the map.
  11. - You hit the switch, nothing seemingly changed, you turn around and you are in a completely different area. - Other silent teleporter usages to create illusion of geometry otherwise impossible in doom. - Secret fights or just secrets unlocking new large areas. Any secrets containing gameplay really. - When certain fights change if you found a secret bfg before reaching them.
  12. I had an issue in map 04, floor at the beginning didn't raise enough after the first switch press, resulting in a softlock: Happened on dsda-doom 0.27.5 on RC5 version. I restarted the map and it worked fine this time, raised to where it's supposed to. I then tried restarting several times and got this issue again once. Unsure what exactly causes it and how to reproduce it reliably, maybe "raise to the next floor" lines just need to be spaced out more.
  13. Alcazar Map 03 UV-MAX in 1:28.23 zip: alcazar03m12823.zip video: https://youtu.be/XhzyUMjj2jA
  14. Pacifist Paradise Secret Santa Map 11 UV-MAX in 3:56.34 zip: ppss11m35634.zip video: https://youtu.be/yZOQCkfl9TE
  15. Pacifist Paradise Secret Santa Map 16 NoMo in 0:54.17 zip: ppss16o05417.zip video: https://youtu.be/wDFtcC7c4xo
  16. check out this thread for inspiration:
  17. Thank you! Always happy to convert people from platforming sceptics to platforming maybes. Glad you got to enjoy HMP, a lot of effort was put into balancing lower difficulties for this map. I'm pretty bad at quake but I'll check that one out xd
  18. It is not finished yet, only two out of three episodes are released as of now.
  19. Binding two inputs to one key with manual config modification is not allowed, but you can double-check with 4shock or kraflab to make sure. Oh right, maybe. You would need to modify the scripts for the silly task of finding a left vs right strafes percentage, but yeah.
  20. Just be aware that it's not allowed for demo recording. On the topic - it doesn't matter for me for SR40 at all, but with SR50 I think I SR50 to the right "by default" when there is no difference, but when the movement/turns are smoother with SL50, I would SL50. Could be funny to make a tool that analyses a demo to find how many right and left SR50 inputs there are in each player's demos.
  21. Ravendesk

    SINTER v1.0

    Very creative map for 1997.
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