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About Mustangtel
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Ahh I'm sorry if that map was a bit grindy. I think it would be a decent map if I'd made the two big outside areas about half the size. Also the number of cacos is a bit tedious without a BFG.... especially when you hit them with a rocket and they fly off to opposite ends of the arena lol. Map 27 is when things start to get real heh heh.
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Wonderful stuff. Yeah I would say map 24 is the shortest map in the whole wad to UV Max. For UV Speed I'd think map 01 would be the shortest. Further up this thread there's a video by lirui1001 UVmaxing map 24 in under 3 minutes...I can only dream of being able to play like that! Map 25 I wish I'd made the outside areas a bit smaller...they do seem a little unnecessarily large!
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Oh nice! Cheers Clippy, I wasn't expecting this so soon after the last vid :-) Great to see you playing the episode 3 maps...my favourites. Good idea to do single map vids from now on instead of 5 maps per vid.....I think if you did maps 26 to 30 in one sitting it would end up as one of the longest videos you've ever done lol.
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Great stuff Clippy! Thank you! this dropped around midnight here in the UK...couldn't possibly leave it until this morning, so stayed up until around 3am watching it....now I'm cream crackered! Map 16: I was worried you might be offended by the paperclip / Canada flag thing....so pleased you realised it was a thank you tribute for playing my maps :-) Map 17: "That" secret in the restroom...its a shame you opened the door briefly and then left....that coaxed the zombie away from the action. If you'd have gone straight inside you've have witnessed the disturbing sight of the zombieman bouncing up and down at the hole :-) I'm sure you now realise why this map is called "Streets of GLORY". The best strategy for the final fight is definitely to open the red door as soon as possible to get the cybers in on the action. Map 18: The archvile trap is a little rude yeah...but at least I gave you some pillars to hide behind heh :-p Map 19: that final fight is a b4astard lol....impressive that you only died once...I still have problems with that fight myself! Map 20: The first area is VERY hitscan heavy...I know how much you love hitscanners :-) By the way Large Cat, the midi is Red Shift by Jimmy, from the wad "Doomium". Its one of those tunes that once you hear it you can't get it out of your head.
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That was astonishing!! As the author, I've obviously played this map dozens of times...and my best time is around 10 minutes, so you have completely obliterated my best time ha ha. Plus, I only ever use GZdoom for this map because of the intercept overflow problem (intercept overflow never happens with GZ), so the fact that this was done with DSDA is also amazing. I'm not very familiar with the rules of speedrunning, but I'm assuming you're not allowed to use GZdoom? Some of the strategies you used here are a revelation. I loved how in the first fight you just went for the imps. and left the hitscanners to just kill each other....I never even thought of that! And in the second fight, I never use rockets on the first waves of hitscanners, as I never seem to have enough rockets for the revenants at the end, so I tend to save the rockets for them. These two methods alone probably shaved 2 minutes off my time! The final fight is a little harder in version 2.0 compared to the original release. The original release didn't have the raising barriers, which restricts your movement a little more. By the way, "Gi It Some Ommer" is a term we in the UK Midlands use, meaning "Give it some hammer"...ie, just go for it (Go2it). Thanks so much for playing! (map 30 is a little brutal...would love to see a speedrun attempt at that ha ha).
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Version 2.0 is now available. Opening post of this thread has been edited with the new download links. Changes to visuals in most of the maps, some very slight and others more extensive. Some reworking of map mechanics and fights, again some only very minor and some a little more extensive. Tried to get rid of annoying switches where possible, and used some other methods to try and keep player amongst monsters without the tedium of multiple switch presses. Some still remain, but the worst of them are gone now hah! Also the CWILV files are now in the wad, so map names will display correctly on the screens between levels as well as in the automap. The first 4 or 5 maps don't have too much changed in them beyond some slight visuals....I wanted to keep those pretty much as they were to preserve the innocence and "naivety" of my first maps :-) The episode three maps 21 to 30 are probably my favourites...really happy how those turned out. Overall I'm much happier with this version compared to the original version....Hope you like it :-) Edit: Oh I forgot to say....there shouldn't be any major bugs as I've playtested it very intensively. But if anyone does find any bugs then I'd be very grateful if you could post on here. Cheers,