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Recreate Plutonia from Memory! (CP) (Completed)
DootMyRev replied to Engired's topic in WAD Releases & Development
I can compose for map04. If it goes well, I might try to do some other songs afterwards. -
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I'm not going to lie, you completed the secret exit in a different and more obvious way than I intended lol. Secret exit explanation: Thanks for the feedback!
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This is the first map in a four level WAD I'm working on. It recreates and adapts a pre-existing map from another game and puts it in Doom II. It has been tested in GZDoom and PrBoom+ (complevel 9). Map format is Boom and the IWAD is Doom II. OTEX is required to play the map, so load it in along with the WAD. As an added bonus, if you can recognize which game the map originates from, you can give yourself a pat on the back :) Screenshots Download magmafortress.zip
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Sorry about the bugs. I made some last minute changes that messed up some sections. I probably should've tested it again afterwards tbh. All the bugs you listed should be fixed now.
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The switches acting the way they do came from a problem with the middle lift. The two lifts on the sides could raise just fine using the "floor raise to next higher floor" action, but the middle lift didn't work at all with this if activated first. Also, if you activated it while another lift was raising, it would raise to the height the other lifts were at when the action was called. This means that if you activated a side lift and then the middle lift, there was a good chance of it getting stuck half way. The best solution I could come up with was to allow the switches to be hit multiple times, so that if the middle lift broke, the player could still hit it again and fix the problem. I agree that its confusing to have the switches act like that, and I hope that the issue can be solved in one way or another to make the level feel more cohesive.
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This is my first attempt at making a Doom map. It runs on Doom II, and has been tested in Chocolate Doom and GZDoom. If your source port supports it, please do not jump, as jumping across gaps can ruin the map's premise. HMP and UV are both implemented difficulties. I would recommend saving before grabbing each key on UV. Health is relatively sparse and there are a couple of ambushes. As one last note, one area of the map has two archviles. Don't fight them, as there is a better way to kill them that doesn't involve weaponry. Screenshots: Downloads: crosswalk.zip Google Drive download Edit: Bug fix
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