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dashlet

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  1. Hey this looks really cool. I'll try this source port once is updated a bit more, but theres already some misc features added to this that i like. Question: Would it be possible to add the option to have a dark transparent automap background? (Like the one in Woof)
  2. E5M14 UV Tyson in 0:34 10lne514t034.zip
  3. Thank you for finding this. I remember getting the midi from the site you shared, but it was so long ago that i thought that the page may have been removed. Thankfully its still up and i can properly get the music credits for map01. I knew it was called nostalgic and something.
  4. Happy to see this out and thank you Matacraft for leading the project. Gonna be playing this soon. Source placeholder textures + Doom gameplay is an awesome combination.
  5. @Maribo GG and thank you for the demos. Also: What a interesting way of quickly describing ldoom2 haha, really cool. @myolden @ipaqmaster Glad to hear that and thanks for playing! @rafael2100 Nice to hear that. A community project with a liminal space theme sounds great.
  6. Im playing through it right now and its super fun. It is indeed the italo doom formula but a bit more easier and less grindy which its super fine by me. So far all the maps have been great. The texture themes are also on point and so the midi selection. Map01 has that shocking start already, but it feels nice that at least i can move around and play for a bit instead of instantly dying over and over again, the same goes for the others maps. Feels good to have the music again been completely muted by the sounds of scream and chaos, even if the midi is already loud haha.
  7. Really cool set of maps. Could not solve all of them but it was fun to see all the mechanism and quirks you used throughout the maps, my favorite one been the box you push in map04. I also liked how some rooms and maps had a escape room vibe to them, and the radiohead midis fitted pretty well. Anyways theres one suggestion i like to point out about map02:
  8. Okay, hopefully this is the last version. Only updating this if a softlock or graphical glitch its found, otherwise after some time ill be uploading this to idgames. Credits to taviow and stxvile for playing through map05 fully and finding bunch of clunky things and for general feedback. RC4 Map05 changes:
  9. RC3: fixed a softlock in map31 added a disclaimer to the text file and the thread about map05 map05 changes:
  10. RC2: changed a couple of keycard strings purple key fight in map03 its now a bit more harder fixed missing texture in map04 fixed a door needing a blue key instead of purple in map05 fixed a softlock in map05 show area fixed a possible unintended sequence break some other tiny changes probably
  11. Thanks everyone for the support. This project drained a lot of energy from me in the last months, but im really happy to see it finally out. Hopefully everyone can get something memorable out of it. Hehe, just starting map01 will surprise you then.
  12. Liminal Doom 2: Crossing The Threshold is a set of seven MBF21 maps that are themed around the liminal space aesthetic. With a more elaborated and ambitious scope compared to its prequel, these maps hopefully will offer a different and unique experience. Each map has a different kind of atmosphere and purpose, and high attention was put into balancing the high energy gameplay moments with the quiet ones. Combat varies a lot in terms of encounters and enemy placement, and progression its mostly non linear with an emphasis on exploration and resource starvation if you are playing on UV. I recommend playing map05 on normal difficulty for blind playthroughs. There are two bonus maps on slot 31 and 32. All maps were tested using DSDA Doom. Credits to Lhyntel, Ribbiks and MasterMedi for playtesting. Download: LDOOM2.zip More screenshots:
  13. i guess i should also clarify that i had left this project almost one month ago (Messaged obake about it) for the same reasons stated above. So yeah, another slot its available
  14. I've been thinking for some time now with the idea of hosting a community project with maps that emulates the style of the frog and toad series. You know the drill if you played those maps: speedmaps with esoteric concepts and hardcore gameplay, hostile to the player, silly music and gimmicks, barely uv maxable, scary to beat saveless despite being short in lenght, and abstract rusty visual themes. Im aware that there are many slaughter/combat puzzle/hard maps focused community projects out there, but i think that the niche and more weird side of it hasnt been explored a lot, and there's potential on that because there are many users out there like me that enjoy a lot this type of stuff (Like Kinetic pointed out with the idea of a platforming community project). Also i dont necessary think that the project should only allow speedmaps, but that can be discussed. Still, i'll probably won't do this but i did wanted to share the idea.
  15. @Ravendesk Nice demos and thank you. Saying UV its the intended difficulty its kinda of a joke to be honest, but i technically did design these maps to be fully and mainly experienced on UV. This means that HMP and HNTR differs a lot on how the actual maps should play like, but it makes them much more fun, accessible and less of a pain like you pointed out with map05. @Mr. Alexander glad you enjoyed map03. Its also one of my favorites from this set. Im glad that end up been the actual map03 instead of whats on map33. The hold idea of using two main colors through out the maps (At least for the first 10 i think) combined with some jazzy midis its of course inspired by the frog and toad series.
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