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About Chud
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That mod looks great. Is that project brutality? It looks similar but I don't remember it having the same UI or a weapon wheel which is honestly a super cool addition. Also you totally cheated on that first secret...there's a switch behind one of the walls that lowers the platform...but I'll let it slide ;) thanks for checking it out! Edit: I'm blind, it says project brutality right in the title lol
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The style and textures in scythe 2 is honestly great so far. There are some pretty tough traps but nothing super crazy. A lot of them encourage different approaches to play really well which I love. Definitely recommended so far. But man if GD only gets tougher as the WAD goes on I'm in for a rude awakening since iirc its a 32 map WAD and stuck on map 9 lolol. I'm pretty new to tough maps/slaughter maps so there's definitely a learning curve. Another one I'm in the process of right now for the first time is Rush and its the first slaughter WAD I've been able to play without immediately being gangbanged by demons. Like i said, lots going on :D
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I'm currently playing GD too, but I'm stuck on that evil mfing trap on Map 09 "Broken Records", so i rage quit and started Scythe 2. Really enjoying Scythe 2 so I think I might finish this before going back to GD, though I've really enjoyed GD too so far. I've just got my ass handed to me so many times on that level that I got bored lol. I'm also nearly done with BTSX episode 1, which has been a slog, albeit an extremely enjoyable one. It's so well stylized that I would probably enjoy running through the levels even without demons present. I have lots going on right now lol, I just can't only play one wad start to finish without starting another.
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Cool question. The game generally doesn't ooze traditional fear factor but it has its moments. For me, maybe it's not fear as much as just stress or tension. For example, especially on a particular tough map, I know there's going to be traps at some points like picking up keys, and its probably going to be brutal. It's a weird feeling of not wanting to trigger the trap and stay in my state of safety even though you literally can not progress any further without it. Sometimes when I know what's coming, I'll find myself just wandering around before hyping myself up and getting it done. But the feeling before feels akin to fear. Might be a minority with this experience though, because I know lots of people just save game and send it without a second thought.
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Map 05: Added a secret near the beginning of the level Map 06: Added progression after spider mastermind. I added quite a bit actually, cause I was feeling inspired. Hope you like where I took the level. After the yellow door I intended to be near the end leading into map 07, but I didn't take it that far with the hope someone else could add their take. The item and monster placement (especially difficulty settings which i didn't focus on yet) could probably use some work because it's probably pretty tough and I haven't playtested the entire level yet...just my part to make sure everything works as intended. The rest could probably use some polishing in general but since I did quite a bit I just wanted to send it. Thanks for letting me participate! :) I might come back and do some more later if you like my addition. edit: everything was not working as intended but now it is NEGATIVETWO v0.47.zip
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Thanks for playing! Glad you liked the secrets :) I had fun trying to hide them. Yea homing rockets are killers though...I've heard it said that its 50/50 whether a rev missile is homing or not, but it always feels closer to like 80% when I'm playing hahah
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Yup, sector light mode was set to dark. I honestly didn't even know that was an option I just thought that's how it is...and seeing others bring it up confirmed it for me. Thanks so much, I never would have figured that out. In that case, no complaints cause it looks waaay better now. Except this absolutely evil fuckin trap I'm stuck on in E1M3...lol
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Full disclosure I'm still on the first episode, but it is way too dark for my taste. Like...dark areas aren't bad by any means but I feel like I've been straining my eyes to see this entire time in almost every area, to the point that even turning brightness up doesn't really help. I was considering going in and changing the brightness in an editor if I cant get thru it but that also sounds like a lot of work so I might just suck it up...With that said, I'm thoroughly enjoying the playthrough so far. The map design is really unique and it looks amazing. You use AVs really well too...they're super dangerous without just throwing a bunch of them on the screen. The traps feel really well designed. Good balance of slaughter and safety, and really encourages infighting. Amazing job, I'm really looking forward to finishing the whole megawad, but I do hope it lightens up at some point haha. Edit: problem solved....sector light mode was set to dark :D Awesome wad, no complaints then!
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I can't get past map 1 on HMP ._. I swear I'm trying my darndest. My approach so far has been to run for the SSG, take care of the chaingunners and rev up there, then while I'm up there take care of some pinkies while dodging rev missles and cacodemons, then go for the RL but I have not been able to get past that point. Too much for me lol. Any tips? :')
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Hell yea, I had fun playing this map. Played on UV got 100%. Stylistically it looks pretty good and varied. I really liked the look of the first area. It was pretty short but that's ok because it was still fun. The chaingunner in the beginning was really well placed and got me twice, and the first AV nearly made me shit myself. Other than that it felt kind of easy even for UV once you have the SSG and RL. Overall nice map, good fun. Loved the MIDI.
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Haha all good, no worries! I figured you just sent the wrong one...I knew you were talking about my map anyway. But yea for sure feel free to send the video I'm loving watching y'all take it on.
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Hey! I'm glad you enjoyed it, and thanks for the response. I really wanted to make something pretty unique and well structured by any standards, not just first release standards. So I'm glad I managed to do that decently well in the end. Stay tuned :)
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This definitely seems like a good way to do it. I guess since it's my first map I didn't want to do anything too crazy, so although it may be slightly easier than I hoped I'm still really happy with the outcome. Still probably nothing that can't be fixed with a few well placed monsters when/if I decide to add a UV mode. I bet playtesters would also be really helpful with optimizing for different difficulties and approaches. Thanks again for the tips!