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The Fabulous Cube
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Great! Here you go: E2M5quilt.zip Easy, Medium, Hard levels implemented Tested in Crispy Doom All 4 exits, and aligned as given Only used Medikits, stimpacks, small ammo pickups, and armor bonus (Rad Suit also doesn't count) Yellow Skull key is on the platform you can only reach after raising the platform with the switch on the opposite side of the map, OR using the secret teleport in the back the Baron Of Hells/Cacodemon room (requires raising the steps using the switch in the traditional opening room) This was fun. I learned a LOT! I can see why they say to never publish your first map, I'm almost afraid to look back at E2M6 now. I tried to follow Romero's design principles, but I can already tell a novice mistake is overusing SUPPORT3, because I did it. On a map this small, sound propagation became very important, too! And I spent about an hour researching strafe running because I noticed you could pop in the East door, grab the prize and go. But you can bypass 90% of the map in E1M4 by making a similar jump, I just didn't want to repeat that.
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You mean the stuff in the red sectors outside of the samplemap.wad bounds, right? I'll just remove those sectors. I've actually gone to the trouble to calculate monster health for each level and provide enough ammo to finish. (Again, I would expect UV players to utilize punch and infighting, HMP players not so much, and ITYTD players not at all). Everything inside the bounds is supposed to be there. Player health is much more difficult, but we're allowed to use stim/Medpacks, right? That, said, yeah, I've still got some adjusting to do anyway.
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E2M5 rough draft E2M5quilt.zip This has player start/testing items, I'll remove them for the final submission. In the big boss room, I had trouble getting the Barons & Cacodemons to infight on hard mode. There should be enough ammo to take them down, but I expect a player that chooses Ultra-Violent to know how to do that. Same room, the Cacodemon pits were death-traps. I made the retaining walls Impassable, but that locks the Cacodemons in the pit. I tried a teleporter, but the Cacodemons use it (duh!). I ended up making the retaining walls 25 px high so the player couldn't walk over them and fall in. (You could still jump in, but I figure if you jump into a pit of nukage, you get what you deserve). If you can get the Barons to follow you through the secret teleport, they are locked on the Yellow Key platform. I think that's OK since the real map has a Baron trapped in a cage. I had to play with the floor height to make sure you couldn't strafe run to get the skull key, from either side. The Imps on the far wall are locked there, they can go back and forth, but not around the circle. I'm OK with that since I know they'll be there when the player gets the prize and haven't wandered off somewhere. I'd like to hear suggestions from anyone that has time to test it out.
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Alright, E2M6, final answer. -widened the halls (Thanks to Faceman2000's suggestion!) -buffed the health in hard mode (just a little) -nerfed the health & ammo in medium mode -added a couple of cell charges quilt-E2M6.zip Map is in E1M1 slot. Easy medium and hard settings. Player and testing stuff in the west hall is to be removed. The yellow skull key is in the northwest fake exit room. I'd like to request that when you change it out, it should be a plasma rifle. In that case, please switch out one or two of the shotgun shells in that room for cell charges, at least on hard mode. Thanks for the opportunity! This was fun. I can't wait to see it all together!
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Thanks for testing it out, I really appreciate the feedback and suggestions! Things I love about your update: Combining the mechanics of the Fake Exit with the Yellow Key room (which I ignored completely) The extra space going through the halls - I didn't realize we could go that far out. and things not so much: The yellow skull key won't actually be the yellow skull key - This makes it not so recognizable. I still bump around a bit at the entryways, I think I can fix that. I didn't even notice if you fixed the track, I'll certainly do that. A lot of the doors are thin, monsters that are loose pretty much have free reign to wander wherever they will. That's a bad place for it and I'll fix it, but one of the things I like about the full E2M6 is the closets are so far from the trigger, by the time you get back, they've wandered all over the place. If you take too long in the central hub, the Barons will wander into the 'No Humans Allowed' area. Quite the surprise when you're leaving! Without an actual yellow skull key, I'm going to leave the fake exit like it is. I thought I removed the yellow key texture from the door, though. I found the trap challenging even though I know it's there. I can definitely claim some extra space in the halls! They were originally too narrow for the Barons to wander past the entryways. I kinda liked that since they're stuck guarding the (real) exit doors, but with the long hallways it's like fish in a barrel. Thank, again! (I really like the way you did mechanics of the yellow skull key trap!)
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Hey, when it rains, it pours! Here's a rough draft for E2M6. I tried to include the most iconic things about this map. At least the things I always remember/like. The fake exit is usually considered one of the worst traps in the whole game. I thought it was too tough so removed a Cacodemon and moved stuff around. Now I'm thinking it's a little too easy. I'd like to hear some opinions before a final submission. I wasn't really sure what to do with the wood area, either. There should be a Baron of Hell trap in there. quilt-E2M6.zip
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It may be somewhat unintuitive, but as soon as I saw the half wall, heard the door sound, and realized I'm in E1M3, I knew what was happening. The room is so familiar, I was expecting Demons in where the yellow key card should be. Nice job! Those same doors are 2-way doors, that could help the one-way issue. I'm starting to like that. It would add another demention to the puzzle, a bigger picture. Because now, I've got to figure out how to pick the correct exit doors in the adjacent maps to get back to the start of yours. Navigation wise, it only took me a minute or two to realize I could make the jump safely from the Imp's perch to the nukage pit. I would not have found the secret without using the map, and cheats.