Jump to content

Dessert - 2 Limit Removing Maps


Recommended Posts

Just now, Hebonky said:

You mean desert, right?

 

Yeah, though it's a mistake I've kept since I started that project, english is not my first language after all, so stuff like that happens.

I think I'll keep it that way anyway, it's such a small thing to me that I don't really care.

Share this post


Link to post
35 minutes ago, LadyMistDragon said:

Am I correct to assume that minimal attention was given to difficulty settings, if any?

 

You are correct on that, the maps do change some stuff on lower difficulties but not the whole map, I'll update the maps to do more with the difficulty settings, that's something I tend to forget about, I admit.

Thank you for the video, also.

 

Edit: v3 is out and difficulty settings have been fully implemented. :)

Edited by LGmaire

Share this post


Link to post
22 minutes ago, Biodegradable said:

Fun stuff, LG! I like the first map, especially.

 

 

 

Thank you so much, Bio! Glad you enjoyed it.

 

I'll be updating MAP01 to add some things I feel it could need (including maybe nerfing that red key fight a bit lol), should be the final update to the mapset.

Share this post


Link to post

decent maps map 1 is better cant find 2 secrets and 1 monster in map 1 

progresion is strange but fights are enjoyable

my prboom cl2 skill 4 fda demo iddt used

popi9.zip

Share this post


Link to post
  • 3 weeks later...

Cute little blue-themed duology that likes to push the player into an aggressive approach. Map02 is pretty exemplary for 30 minutes, it has a very fun, frantic flow to it. I like the palette modifications, I think the subtly blue-tinted grey range and the altered blue range make the maps feel softer on the eyes.

 

Casual UV playthroughs, -dsdademo format, v0.27.3 for play back. There's a potential softlock in Map01 where an Archvile can blast the player through to a decorative otherwise non-reachable area, I think it happens about 3 or 4 minutes into the demo. - LGDSv4-maribo.zip

Edited by Maribo

Share this post


Link to post
36 minutes ago, Riclo500 said:

Very cool! The first map took me awhile to get through.

 

6 minutes ago, Maribo said:

Cute little blue-themed duology that likes to push the player into an aggressive approach. Map02 is pretty exemplary for 30 minutes, it has a very fun, frantic flow to it. I like the palette modifications, I think the subtly blue-tinted grey range and the altered blue range make the maps feel softer on the eyes.

 

Thank you both for playing! I'm glad the palette works with the maps well, I'm a big fan of that palette. Although I didn't make it, took it from Doomkid's The Devilzwork. I'll look into the potential softlock too.

Share this post


Link to post

Indeed the palette gives the map a very nice atmosphere.

The first map is dynamic and well structured with a secret (armor) that was difficult to find and an ending that I didn't expect! The second is a bonus candy! ;)

Share this post


Link to post
  • 3 months later...

Howdy, for anyone interested I've completed a UV max playthrough of this little set. Playlist:
 


I've also made a UMAPINFO since it didn't have one, now the levels are named correctly on the automap and they loop properly. Attached here.

I think I'm going to tackle its sequel soon, really liked the vibes here despite the wad being so short. Thank you @OverflowingMocha!

UMAPINFO_Dessert.rar

Share this post


Link to post

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...