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fen boi

DM map, care to test it?

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Despite my last attempt to get testers being a bit of a non starter, I'm giving it another go!

Some people suggested that a large DM was needed, this ones not quite on the scale of map13 of DOOM2 (it's roughly 3000x3000 units) but that can change. Interested?

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That's cool! I really like that instantly appearing bridge that only
appears when you are walking accross it; that's really cool.

There are a few misaligned textures here and there (above the exit
door, the sides of the doorframes leading from one place to another.
Over all, I think it is a really great DM level. A bit big for 2-3
players, but I guess that's the point. With 10 players, this map would
rock big-time. :)

Good work!

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Ah cool, never noticed that; however, they appear, but don't disappear,
which is something that does happen in fen boi's.

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Ah cool, never noticed that; however, they appear, but don't disappear,
which is something that does happen in fen boi's


Hellbent *COUHGS* and contorts and writhes on the ground in agony and then dies.

Go play the map again.

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OK, n/m I'm just retarded. You are using some Boom tag to lower the
platform, while I was using doom2.exe. It works fine in ZDoom, although
you may want to change that tag to the 'raise floor to lowest adjacent
ceiling' tag, and then make an off-map adjacent sector with a ceiling
height of 0 (or whatever the ground-level is). That'll make it instant.

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It was playing Hellbent's map that gave me the idea, though I had to do some searching to find a Doom2.exe compatible version (gothicdm map25). It really helps to speed your transition through the map.

I've also used the effect in my one-on-one map, where it plays a pivotal role in the game.

Volteface, The bridge will stay up if you kill the player on it, which is what you may have seen.

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No, I was just running through it single player. I tried it a few
times with bots, but the bots don't have their nodes, so it was
really bad. :p

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VolteFace said:

OK, n/m I'm just retarded. You are using some Boom tag to lower the
platform, while I was using doom2.exe. It works fine in ZDoom, although
you may want to change that tag to the 'raise floor to lowest adjacent
ceiling' tag, and then make an off-map adjacent sector with a ceiling
height of 0 (or whatever the ground-level is). That'll make it instant.


Hellbent said in an email to Fen Boi:

I *thought* there might be away to do insta bridges without resorting to
BOOM linedef types. I just couldn't figure it out! But I see how you've
done it. I should have realized.

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Ok, the maps improved in the looks department (not as dark/bland) and has a few minor tweaks to the architecture and item placement. I'd be gratefull for feedback about ammo/weapon placement etc, also whether powerups such as soulspheres should be added. I'll send the map to those who are interested.

<advertisment> My latest map Xfire5 is now in incoming <advertisment>


PS The Vines album sucks :(

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