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Memfis
Honestly, semen doesn't taste that bad.


Posts: 7112
Registered: 04-07


superwad for prboom-plus -complevel 2 -skill 4 -warp 8

Old Post May 1 2014 16:30 #
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vdgg
MM2 maniac


Posts: 1847
Registered: 08-07


Very cool. Now put a green armor on skill 3 and blue armor on skill 2 and you'll have difficulty settings implemented. Seriously.

Old Post May 1 2014 21:54 #
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SFoZ911
Member


Posts: 523
Registered: 10-08


Perfect gameplay, nice layout and style.. nothing to complain about really.. a megawad like that and i'm a happy man.

Old Post May 1 2014 22:55 #
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Memfis
Honestly, semen doesn't taste that bad.


Posts: 7112
Registered: 04-07


But... I did 90% of thing placement in like 45 minutes max. Haven't even played the last version yet, just posted it as it is. Maybe raw barely tested levs are the best? Because the flow in them is, like, "natural" and not forced by the mapper who did 1000 corrections to every little thing. Could try making more untested stuff (well, probably should test with -nomonsters at least to make sure all the triggers work correctly at least).
I've actually heard this idea recently, it's about a different game though but still kinda relevant maybe - http://mopolauta.moposite.com/viewt...&t=9014#p233770

Good point about skill levels, one armor object would change a lot already.

Last edited by Memfis on May 2 2014 at 00:00

Old Post May 1 2014 23:50 #
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walter confalonieri
Forum Staple


Posts: 2582
Registered: 07-09


pretty cool map as usual!

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Old Post May 2 2014 01:12 #
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Netherstorm
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Posts: 471
Registered: 04-12


very nice!

Old Post May 2 2014 01:48 #
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SteveD
Senior Member


Posts: 1533
Registered: 04-10



Memfis said:
Maybe raw barely tested levs are the best? Because the flow in them is, like, "natural" and not forced by the mapper who did 1000 corrections to every little thing.

[snip]

I've actually heard this idea recently, it's about a different game though but still kinda relevant maybe - http://mopolauta.moposite.com/viewt...&t=9014#p233770

Like a lot of things, I believe this idea is one that might work for some people and not others. I need to have my maps tested, in particular because I want players better than me to push me to make UV more difficult than I can manage on my own, so that superior players won't be bored. Also, game-ending fatal errors have been discovered on my maps by people who play in cl 2. I don't play in Boom very often, and I would never voluntarily play in cl 2 or vanilla, so I never notice these things.

Yeah, polishing sucks, and it takes way more time than making the maps, but for some of us, it's necessary.

I'll play your new map as soon as I can, probably tomorrow.

Old Post May 2 2014 06:02 #
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Plut
Member


Posts: 367
Registered: 09-12


Very good!
Pretty beautiful layout and texturing, reminds me of Hell Revealed 2 in some places. Gameplay is really fun and doesn't allow to relax. I almost ran out of ammo few times.
But music... It's so annoying. I think music from HR2 map02 fits this map nicely.
FDA - http://speedy.sh/FJwre/Superwad-Plut-FDA.lmp . -skipsec -651 is recommended.

Last edited by Plut on May 2 2014 at 06:42

Old Post May 2 2014 06:35 #
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Memfis
Honestly, semen doesn't taste that bad.


Posts: 7112
Registered: 04-07



Plut said:
-skipsec -651 is recommended.

disagree, seeing first reactions to everything is the best part)

Old Post May 2 2014 16:18 #
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joe-ilya
I once dreamt of a humanic penetration interaction


Posts: 3663
Registered: 10-12


Failed FDA: https://www.mediafire.com/?mh9rhh7b5o5gm8d , challanging map.

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Old Post May 2 2014 17:15 #
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plums
Senior Member


Posts: 2010
Registered: 08-13


In the future please use F_END instead of FF_END for complevel 2 maps so I can play them in Crispy Doom? :p

Fun map, pretty hard, here's an FDA where I play bad and die a lot. If you're still bored of FDAs that's fine, don't need to watch it, it's just as easy to record an FDA as it is to not.
http://www.doomworld.com/vb/attachm...?postid=1265537

Making maps raw and untested is an interesting idea when you at least have a good sense of what makes good level design and what doesn't, kind of like improvising when playing music, you get a spontaneous feeling about it and some design choices that might be "revised" with more playtesting end up standing out a bit more and give the map some unique character. Maybe, I liked it here in any case.

Old Post May 5 2014 19:51 #
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franckFRAG
Member


Posts: 391
Registered: 06-10


Failed FDA for me too.

Nevertheless, I began again 15246 of time the beginning to understand how to survive easily. It's necessary to remain careful in every corner of the map. Revenants and chaingunners are extremely dangerous, even zombies make very hurt. Monsters are ingeniously placed, that's why your map is very difficult. I always appreciated your maps by these monster positionings.

Old Post May 6 2014 22:37 #
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