KennyJC Posted July 4, 2006 Take a look. Pulled an all nighter so I thought I might as well put in a couple of hours to get this thing done. Which is fitting considering the map begun with an all nighter to start the first two rooms, heh. I don't think there are any serious bugs in it, but I am done with it regardless... I always get bored towards the end of a WAD because I want to start something else. I've got a couple of ideas for the next WAD which will probably all be planned out at the weekend when I have time to sleep, and WAD... :) 0 Share this post Link to post
Checkmate Posted July 4, 2006 Very nice. Thanks for the old school style map! 0 Share this post Link to post
KennyJC Posted July 4, 2006 kristus said:Screenshots plz lawl! There are some here: http://www.doomworld.com/vb/showthread.php?s=&threadid=37073 0 Share this post Link to post
Belial Posted July 4, 2006 Didn't feel like much was changed, and your monster teleporters are not too well designed, the teleport line is badly placed. It's still a nice oldschool map, but it's not nearly as challenging as it could've been with that design. But since 'Authors MAY use this level as a base to build additional levels' I might have some fun with this later. 0 Share this post Link to post
KennyJC Posted July 4, 2006 Didn't feel like much was changed, and your monster teleporters are not too well designed, the teleport line is badly placed. It's still a nice oldschool map, but it's not nearly as challenging as it could've been with that design. I don't find it important for the teleporters to go beyond making sure the monsters are simply there when you get out of the two rooms. I wanted to make it as difficult as possible for me to go through without dieing on regular occassions... In fact I never really died unless I made an arse of things, but health ran low and for someone who hadn't played the map before and wouldn't know the layout (or potentially, the secrets), I would imagine it would be a challenge for most. That's about as far as my effort in gameplay wanted to go but if you want to do something different feel free. 0 Share this post Link to post
Belial Posted July 5, 2006 All right, I won't release it anyway, but you'll certainly get a copy :P 0 Share this post Link to post
Black Void Posted July 5, 2006 Great job mate =) I absolutely loved it! 0 Share this post Link to post
Hobbs Posted July 6, 2006 Hm, dunno if I enjoy this or the original more. 0 Share this post Link to post
VileSlay Posted July 7, 2006 I liked that. ran out of ammo and died the first time. when I found the chainsaw it got a lil' easier. it's a fun map, IMO. 0 Share this post Link to post
Vegeta Posted July 7, 2006 Very fun map, has some tough moments, but never the frustrating ones. Sadly I found two tutifruti bugs in vanilla DOOM (one near the rocket launcher, the other near the switch guarded by two Mancubus down some stairs). Hope to see more stuff from you in the future. 0 Share this post Link to post
KennyJC Posted July 7, 2006 Sadly I found two tutifruti bugs in vanilla DOOM tutifruti bugs? 0 Share this post Link to post
Vegeta Posted July 7, 2006 I don't know if that's the name, is something that sometimes happen with textures that are small (like the step# or lava# wall textures), I don't know what causes it, sometimes it happens, some times it doesn't, always can be fixed by replacing the bugged texture with a larger one. 0 Share this post Link to post
Ismaele Posted July 7, 2006 Usually it happens when you lower-unpeg or upper-unpeg small textures! If you want to remove this problem, you should remove this option and align texture by yourself with Y offset... or in 3D mode with Doom Builder! ;) 0 Share this post Link to post