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Seaborgium

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  1. Not a bad start. Unfortunately there isn't nearly enough ammo to deal with the number of monsters in the level. I like the idea of the two exits - very clever.
  2. Thanks! It's always fun to play around with switch placement.
  3. Thank you! Don't worry about missing a bunch of monsters. I hid them away in a secret...
  4. Well played! I'm not familiar with Brutal Doom, so this was quite the ride. The extra explosion and gore effects add quite a lot.
  5. Thank you very much! Unfortunately the way I designed the rooms had them pretty densely packed with no real space for ambushes and closets. I very much agree, as to the fact that monsters all attack from one direction. I'll be correcting this in later projects. The switch that lowers the archvile elevator also lowers so you can pass right over it and avoid having to double back.
  6. You find yourself in a UAC hydroelectric facility overrun with demons. The massive complex is bisected by a large river. You must traverse the locked sluice gates to exit the level downriver. The further you go, the more demons will flood in, so tread lightly... Here's a map I've been working on over the last few months on and off. It's a UAC hydroelectric facility overrun by demons - a deadly combination. The map is densely packed with enemies, items, and especially secrets. While making it, I tried to stick to a couple of design principles: - When activating a switch, any affected sectors should reasonably be in the player's FOV. - Plenty of shortcuts and re-visiting old areas with new encounters. - Show off items and power-ups well before the player can get to them. This is a single, vanilla Doom 2 map. It's been tested in GZDoom, along with PRBOOM+, Crispy Doom, and Chocolate Doom. I most recommend GZDoom or PRBOOM+ as they are limit-removing and support the UMAPINFO lump. You may get hall-of-mirrors in a non limit-removing port. I took a lot of inspiration from No Rest For The Living for this one. The difficulty ranges from fair to moderate, especially if you go for 100% items and secrets. I'm open to all feedback and criticism, so please let me know what you think. Thank you. Sluice Doomworld Release.rar
  7. This was a great small map. Plenty of resources and a fun, fair difficulty. Reminded me a lot of Romero's work - especially E1M3. My only complaints would be a couple of doors seem to open into the sky. There's one in the yellow key room, as well as the yellow door. Careful with ceiling heights. Overall, very well done. If you want to play around with MAPINFO or UMAPINFO, you might consider Dark Halls as a MIDI choice?
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