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Wow, it certainly is a very different experince when played with Project Brutality huh? Glad to see I caught you with my anti 'door fighting' ticks a few times! Hope you enjoyed it the map overall. Any feedback for me?
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This is fantastic - It always genuinely bugged me that the demons featured on the Doom Box-Art where oddly absent from the game - very nice work. I hope you don't mind me asking but how would you feel about others using your Imp replacement in their own Wads? (with Credit of course)
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Hey man - the skybox wont work if you are using software rendering mode in GZdoom. you'll want to play it in Open GL
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So its on M1 - last room before the exit. Might want to nudge the texture a few pixels to the right also just to get it centralized.
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Hey! Couple of thoughts after playing; you could do with making a few more of the basic rectangle rooms on the first level a bit more visually interesting. Also the final room has a door that goes all the way up to your skybox - which looks weird. Otherwise a solid starting level. The Second level is much more visually interesting, I especially like your use of the blue 'key border' texture on the stair pillars to denote a blue key door. Also the way it links visually to the last level via the starting area is a great touch. The difficulty spikes pretty hard in the Revenant / Baron ambush room. I think that encounter could do with some more space and cover - there wasn't much choice but to funnel the monsters into a conga line and door-fight them. Solid Level though, otherwise. I'll come back and post some more feedback once I play though M3!
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Yet another my first wad; "antibase"
DM_Workz replied to Hashbee's topic in WAD Releases & Development
That's probably software rendering mode I'd say. It doesnt like the 'Leave the wall texture blank' trick to extend the skybox. -
Yet another my first wad; "antibase"
DM_Workz replied to Hashbee's topic in WAD Releases & Development
Short but sweet - I agree with @baja blast rd.'s comment about skipping the Barons at the end - not much of an incentive to fight them when you can gun it to the end. I think The Walkway over the Nukage could do with do with a nasty trap - something to startle the player and threaten them with a fall. Also I think you could spread the Gear in the blue computer room out across the map rather than all in one place - that room screamed "Boss Prep" to me :P Overall though - I would call this a solid start! I liked the Sky-Room in particular, it took me totally off guard! -
@Clippy,mate, thank you so much for playing through this! and thanks again @Biodegradable for the recommendation! I think the SSG being behind the Yellow Key seems to work a little better - locking it behind Red was a little too late in the game. I've got some notes to take away for some final improvements based on listening to you both play; 1. Add a teleporter to return to the main area for secret hunting. 2. Add a switch to lower the bars in the trench works if you go back around (rookie mistake). 3. Fix the misaligned texture in the Teleporter room. 4. Look into some punchier music. I'm still amazed anyone is giving my first map the time of day - The feedback I've gotten from this community so far has been just brilliant. Now to start working on the follow up I suppose! :D
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Thank you! I've watched a MAPINFO tutorial and implemented some changes including some Dark Ambient, and disabling Jump/Crouch. I really appreciate your advice here.
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Thank you so much for playing this through! I'm glad you enjoyed it! Its so cool to actually watch someone play though the map - its surreal for me! I'm thinking of changing the SSG room to being a reward for the Yellow key - as a few people have mentioned now that it would of been useful sooner. I'm suddently very self concious about the Music - truth be told I haven't learned how to change it yet + am a little new to the community so didn't realise its a bit lame to use the basic tunes!! I'll learn this for my next map :P Glad you enjoyed the ArchVile encounter! I'd love to hear if there where any encounters you thought could be improved? Once again, thankyou so much for playing my Map. really made my day! :)
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Thats really kind of you to say - thank you!
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Mate thank you so much for recording your playthrough! it was really cathartic getting to watch someone play through the whole thing start to finish and hearing your thoughts as you went! So the missing Texture errors - I'll need to look into, I think thats some of my Dev textures I forgot to fully remove. The Random Triangles and squares you saw on the AutoMap are linedefs I used for 3D room trickery that I forgot to "hide" I've just fixed that now and re-uploaded. Rookie mistake that didn't occur to me until you saw them! I hear your point on the SSG - It was a purposeful choice to hold it back for so long - though now I'm wondering if it would work well as a reward for the Yellow Key rather than the Red key... that way the player would have it before the Trenchworks... I'll have a play with that Idea and see how it feels! Once again, I really appreciate you playing this and providing your honest feedback! All the best!
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Hope you enjoy! lemme know what you think after, good or bad, I'm looking to improve my doom-craft :P
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Cheers, I'd love to hear what you think after playing! I haven't tried it with Trenchfoot yet so couldn't say - utterly brilliant Mod though.
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Ah mate, thank you so much! glad to hear you enjoyed it. Also stoked to hear you found those 3 secrets - I was worried that I hid one of them a little too well! The Teleport control room went through a few iterations before I was happy with it - Its chaotic, which I was going for, but quite manageable when you take advantage of infighting. Thanks again for the comment / feedback!