pcorf Posted January 15, 2013 This is a new map (Boom/Zdoom compatible) I have been working on since October 2012. It is ready for playtesting. It needs to be playtested because I know I suck at the gameplay. Send me a PM and I will send you the link to the file. Here are some screenshots. 0 Share this post Link to post
esselfortium Posted January 15, 2013 Those are some massive benches. Also the narrowest four-lane roads I've ever seen :P Shot 4 looks interesting. 0 Share this post Link to post
pcorf Posted January 15, 2013 esselfortium said:Those are some massive benches. Also the narrowest four-lane roads I've ever seen :P Shot 4 looks interesting. Yeah its inside a dungeon after you beat the city. 0 Share this post Link to post
Memfis Posted January 15, 2013 I've been a big fan of yours since I played 2002ado in 2007. Would be glad to help with playtesting. :) 0 Share this post Link to post
pcorf Posted January 15, 2013 Memfis said:I've been a big fan of yours since I played 2002ado in 2007. Would be glad to help with playtesting. :) No worries. I sent you a PM with the link. This is a very very big map. Over 1000 monsters and not a slaughter map. 0 Share this post Link to post
johnfulgor Posted January 15, 2013 Hello, I will gladly test the map with Brutal Doom. Can I have the link? Thank you! 0 Share this post Link to post
pcorf Posted January 15, 2013 johnfulgor said:Hello, I will gladly test the map with Brutal Doom. Can I have the link? Thank you! PM sent with link. 0 Share this post Link to post
pcorf Posted January 16, 2013 I have fixed a few teleporter problems and made a few changes myself. For example only Cacodemons and Lost Souls teleport to the roof of the small chapel on the eastern end of the map just south of the 6 key skull switch. I am happy with the ammo balance. Replaced the 4 Imps with blue flame sticks on the brown building just south of the RL building as those Imps were hard to kill. I added more enemies to the areas outside the map where the monsters teleport in after grabbing the keys. Added a voodoo doll so the Lost Soul traps in the underground dungeon only open once the bridge sections have been raised. 0 Share this post Link to post
Memfis Posted January 16, 2013 pcorf said:I am happy with the ammo balance. Well, don't you think it's a bit boring how the player can easily stock up with lots of ammo by simply running around the street? To me tighter ammo balance would make things a lot more exciting. I just feel overpowered when I have maximum of everything. Maybe make the player look harder for ammo, make him feel unsafe in this big infested city? I understand that it is difficult to balance large nonlinear maps. But it might be worth it. btw are these your drawings in the subway station? I remember seeing similar pictures on your website. :) 0 Share this post Link to post
Merry Widow Posted January 16, 2013 I would like to test if I may,please.Thank you! 0 Share this post Link to post
killer2 Posted January 16, 2013 Not promising anything since I might be busy the upcoming days, but I'd like to have a shot at beta-testing too. I really liked WoS. 0 Share this post Link to post
General Rainbow Bacon Posted January 16, 2013 I can def beta test if you need another. 0 Share this post Link to post
pcorf Posted January 17, 2013 Memfis said:Well, don't you think it's a bit boring how the player can easily stock up with lots of ammo by simply running around the street? To me tighter ammo balance would make things a lot more exciting. I just feel overpowered when I have maximum of everything. Maybe make the player look harder for ammo, make him feel unsafe in this big infested city? I understand that it is difficult to balance large nonlinear maps. But it might be worth it. btw are these your drawings in the subway station? I remember seeing similar pictures on your website. :) Yeah. They are my drawings in the station. Yeah its extremely difficult to get the ammo balance right and gameplay has never been my strength. I think there may be a bit too much ammo as mentioned. But the ammo comes in useful. I might consider replacing some boxes of bullets with rocket boxes and removing some ammo too. I am just wanting some basic suggestions. 0 Share this post Link to post
darkreaver Posted January 17, 2013 Maximum lols @ the "realism". Last screenshot looks cool 0 Share this post Link to post
pcorf Posted January 17, 2013 Note: I will upload version 2 of Urban Battle for playtesting early next week. The goal is to release it later this month or early next month. 0 Share this post Link to post
pcorf Posted January 27, 2013 Still sorting out the gameplay, esp the ammo balance. I am pretty happy with that so far. I have decided to turn the streets into two lane streets as they looked a bit odd as very narrow four lane streets. This has reduced the amount of linedefs by over 1000. The streets have just a single ----- running through their middles. The map will be released onto my website within the next week or two (once I am satisfied) and uploaded to idgames. 0 Share this post Link to post