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walter confalonieri
Senior Member


Posts: 2092
Registered: 07-09


a friendly version of No BFG Allowed!, with a easier monster placement for the beginning, more ammo added at the later part (the one with the bfg), a better improved (i hope) difficulty skills implementation and fixed a little bug at the black wall stairs (a little mis-alignment at floor \ ceiling) and little more organization in the monster placement....

But don't worry, still remain a ignorant slaughtermap in "space".

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Old Post 09-25-14 00:18 #
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BlueFeena
Junior Member


Posts: 201
Registered: 12-13


This is a very cleaned up version of my first publicly released Doom map ever. It's been converted from ZDoom to Vanilla format, so I think I've weeded out all of the VPOs. It's been an uphill battle for this one.

The map's name is "pspmap08", since it was intended for a PlayStation Portable port of Doom that EarthQuake! was working on. The project quietly died, and all the maps were pretty much lost I guess. I still had my level lying around on an old computer, so here it. It's finally nice to put this level to rest; it's been a long ride, as the level was initially released in 2007.

I've intentionally kept the level as close as possible to its original form from seven years ago, largely for posterity's sake. Most of the changes I made were for vanilla compatibility, although I did touch up the lighting a lot.

Any FDA's would be really appreciated; I watch all of'em.

Old Post 09-27-14 04:14 #
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scifista42
Senior Member


Posts: 2105
Registered: 05-12



BlueFeena said:
Any FDA's would be really appreciated; I watch all of'em.
Here you go. I was successful on the 3rd attempt.

Punishment from high-tier monsters, while you don't have resources to kill them so you have to run, works well (and I liked it in your map), but can easily get tedious and uncomfortable for completionists (see the map later on). I haven't found my way to any more powerful weapons.

Visuals and structure are pretty good, though, definitely above average. Lots of "unnecessary" detail, but it never makes things look worse - I mean, in your case it doesn't. Also it's good how the map feels like a place (a base with a walkway around it, surrounded by nature) and is structured like that.

4 stars. :)

Old Post 09-27-14 10:13 #
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obake
Junior Member


Posts: 146
Registered: 02-13


What the hey, I'll do a review today.

The map: Rock Bottom by Joe-Ilya.
Completed on UV 100%, 81% items, and 33% secrets.

Some of the notes I jotted down during play:
-cool windows
-blue spinning columns
-Mancubus cage room-cool

Overall I really enjoyed this level. My favorite part was seeing a Revenant gib a sergeant with enough force that the corpse flew up a set of steps and onto higher ground.

The exit is Plutonia style, which is neat.

I like the barred room with the Mancubi. One thing of note is that at the point I opened the wall up so they could see me, I was scrambling for rockets before fighting them. I'm sure I wasted rocket ammo beforehand, but it would still be nice to perhaps have an extra box of rockets (next to the one near that room), just in case.

Some things I would change:
-The one-time lift with the Revenant in it. I would redesign this so that the Revenant is not literally blocking the way out. I fell into the lift from the main building, only to be destroyed by the Revenant who I fell straight on top of.

-This isn't too much of a problem, but there is a barrel directly in front of the platform that you go down in order to lower the exit. Chances are, with all of the running and gunning going on, the barrel will have long been destroyed before the player gets to this point. In the off chance it isn't, though, the player will go down the platform with no way to get around the barrel except exploding it right in their face (or jumping, but due to the level's design, I assume the player isn't supposed to jump or crouch.)

-The switch used to open the yellow bars has no indication that a key is needed for it.

-Lastly, two of the traps could be toned up a bit. First: the barons around the yellow key. Because of their placement, they aren't much of a threat if the player simply runs for the key and heads back out. Perhaps if you put a sergeant or chaingunner in place of one of the barons, it would force the player to get rid of the hitscanner, leaving the baron on the other side more oppurtunity to inflict damage. The other trap is a wall that opens up with a Chaingunner and Demon behind it, I can't quite remember where. This could use a few more enemies, perhaps some imps or cacodemons.

Overall, "Rock Bottom" is good. I like the visuals (my favorites are the spinning blue key columns), and the sky is quite nice (I believe it is one from Plums recent sky pack, right?) But the level could still use a few tweaks here and there. I definitely had fun.

Old Post 09-27-14 17:09 #
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