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The Killing Pits


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This was a fantastic long adventure, with lots of tension, spookiness and highly immersive complexity that reminded me of Sacrament's m13 (a fave of mine), but the music choice felt wrong from the get-go, though luckily idmus30 saved the day. Here's a few things I found:

 

- Floating items here and there.

- This revenant didn't seem to ever see me until I found it from the YK area on the top, not sure though if it's effective at something.

- I'd like to request some raising steps here after hitting the BK switch, nothing too important since you'd still have to wait for the rocks to be fully down.

- What I really really suggest is picking another midi, something like "opening in hell" or of a similar mood would fit the map a thousand times better than shawn's got the shotgun imo.

 

Thanks for sharing!

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40 minutes ago, Biodegradable said:

I still have nightmares from playtesting the earlier builds of this nasty map. ;^P


Your trauma is well justified ;p But your suffering helped go make it better so I thank you for your sacrifice

 

Thanks for the feedback everybody. @DuckReconMajor I’m glad you seemed to enjoy it overall. I notice a couple spots where infinitely tall actors are a problem and you end up basically stuck with a bunch of angry imps and bony bois clawing at you from below.  (I usually play with the infinitely tall actor thing off.) I still have to watch the last 20 minutes but at least you found the yellow key heh

 

@galileo31dos01 glad you had such a good time! I hadn’t thought about the music track as unsuited to the map, but I’ll try playing it with something more ominous and ambient.

 

Overall I’m glad I seem to have fixed the worst of the “where the fuck do I go” aspects of the map. Nonetheless I’ll be curious what other brave/insane souls have to say 

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4 hours ago, Stupid Bunny said:

at least you found the yellow key heh

 

Spoiler

after that if you watch the rest you'll see i have a hell of a time getting to the blue key lol. I missed the switch to open the yellow bars while trying to dodge the mancubus. Then, thinking I needed the yellow 'keycard' to get in i go around and try to find it, before finally seeing the switch i missed

I personally think if you changed those bars to yellow skull bars (i think that's a texture) it would clear up said confusion. Or maybe instead of a switch, a walk linedef in that side area to raise the bars instead of the missable switch.

 

But in any case, awesome map! I loved playing through it

The reviewer of Ash Cave has first dibs on playtesting from me 

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A Stupid Bunny map you say?

 

 

We don't get these very often. (The last one I think I played was Transduction, though I may be wrong.)

 

 

*downloads immediately

Edited by Kyka

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