Ribbiks
Forum Regular
Posts: 700
Registered: 02-11 |
Memfis said:
I just remembered a bigger map based on this idea: http://www.doomworld.com/idgames/index.php?id=15745
indeed, and of course there's always the "descent" style maps where enemies tele into a fixed space. I think the idea is 'cuter' on a small scale though.
Because of how throughly you guys seemed to dominate this I'm tempted to make a slightly more badass version :p. I think I'll accommodate difficulty settings next time too. Though with a larger version I imagine a risk you'd run is having players get bored with the early parts and having no way to 'speed' through them after dying on the latter portion.
Hellbent said:
I would like to play this wad with autosave.wad. What would be your recommended time-frame for saving? 30 seconds, 60 seconds, 100 seconds? 200 seconds?
hmm idk honestly, the rate isn't constant because the 'pillars' are higher as the fight progresses, and the rate at which they're triggered gets slower as it goes on. so I just recommend quicksaving whenever you get a free second :D
Phml said:
FDA. That was really nice. It seemed to come down to how well I handled the AVs and how lucky I was with pain chance, to me. It's easy to see how this could be rendered trivial for a player with good aim, but for someone not quite as accurate this makes for hectic situations. :)
nice play! yeah, I put a bunch of low-tier monsters after the AV so that even if you don't have immaculate aiming you should have time to dispatch the mess before the next wave of threatening baddies. It's kind of hard to envision an approach that retains a challenge for those who can kill em quickly without making it impossible for imperfect play.
|