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Player Class Switch Proof-of-Concept Demo

   (6 reviews)
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About This File

This is a Proof-of-Concept of a player class switch system that i was originally planning to implement in DuduKrazy's Guns III. Unfortunately, the system had some major exploits regarding the player health and armor. So i decided to scrap it.

Note: i'm releasing this wad as-is. I know there are some bugs remaining. Feel free to use the resource in your wad. (Provided that you can fix the bugs)

(more details inside the wad file)


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Unknown date

  
When did Dudukrazy ever get this good at modding?

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Unknown date

  
This actually a fun little concept. This wad shows the potential for other Authors (excluding Terry) to make fun adventerous wads with a good story with a possible impelemention to drive Vehicles or switch characters. While most of you might see this as very complicated to do (Which it is) will break through another wall in Doom mapping. 4/5 -- Preliatus

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Unknown date

  
The author probably spammed the feature addition board on the zdoom forums to get them to add decorate/ACS codepointers just so he could make this. Otherwise, it's a hell of a lot better than a lot of other "novelty"-type wads on here that are pieces of shit. I am very competent with decorate and in fact I am humbled by this implementable concept.

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  • File Reviews

    • By chlef · Posted
      No, this is not a 5 star wad, not by a longshot. It is an acceptable time killer though and it's also marred by some teleporter confusion. It's small and the cyberdemon is pretty easy to get rid of, so as name suggests, don't panic.
    • By NoXion · Posted
      Some decent gameplay ideas here. The idea of the level itself being an enemy is perhaps most exemplified by the room with the large crusher taking up the most of the middle. In each corner that room is a lantern, and these are solid objects that you have to negotiate while passing through this room, as they force you to move into the zone of the crusher. Early on I got a little careless and was crushed to death. From that point I took the map a little more cautiously.

      The experience of the level is marred somewhat by the back-and-forth travelling one has to do to complete it. I get that the point was to keep the player running through the gauntlet of the traps, but some bits of it were tedious in a way that I don't think the author intended. The doors are poorly marked; the yellow key door is just a carved face. Some areas are needlessly cramped, the starting area especially. This isn't to say that there aren't any areas in this level where cramped surroundings do work; there's a room that's full of imps past one of the teleporters that's a fun little skirmish, although you have to be very good at dodging. And I noticed an error in one of the traps:



      But overall I had fun. 
    • By chlef · Posted
      Yeah, doesn't merit a 5, but it is a very good small map.
    • By chlef · Posted
      Dull, ordinary, dull, plain and dull. Barely acceptable as a time killer when you are desperate. The only impression the mapper leaves you with is laziness. A little more effort and this could have been OK.
    • By P1e0r0c0y · Posted
      9.5/10. My Favourite Ultimate Doom Megawad for sure. Awesome levels, secrets and great monster placement.    Heres my video review-    
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