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Kugamo

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  1. a shooter, a man routine with violence
  2. I don't know, my philosophy is come and see. There is a switch in a level, what does it do? There is actually alot that can be communicated about will happen through the context around it. And doing so effectively is something I'm still learning, as well as how different players will play differently. But even at the end of the most context communicating switch there still remains unknown as to what it will do, I feel like how players confront that is their responsibility (some mappers even add traps to confound that for fun). Did I do it the best way I could have? No, probably not. This is my first map ever, there are some things I wish I could have done that I just dont know how to. Anyways I appreciate the feedback.
  3. After a few weeks of learning the tools, I made this and finally completed my first map! Its a rather small project, one map, >200 monsters. But its got a BIG gimmick. SANCTOLINIFINIUM Face an onslaught of demons in a mind bending arena of death and illusion... and escape if you can. But beware, even the mightiest cannot defy its permanent mark on their minds. I only tested it with GZDoom | Doom 2 It can be alittle unstable, and you'll understand why if you play it. To avoid crashes I'd disable freelook, and resizing the game can fix the black walls that render on the horizon. HAVE FUN, if you play it LMK how i did :0) https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/sanctoinf https://drive.google.com/file/d/1k0aZHy3c_ukxfKOwrAnhIX2EBbvqeDY_/view?usp=sharing
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