sigsegv Posted June 3, 2018 This is a medium-sized map with a mixture of open areas and smaller passages. Focus was put into verticality, light play and strolling monsters. Also includes a bunch of tricky traps, similar to my previous wad. It is recommended to use a limit-removing port, since no tuning was done to avoid visplane overflows. Download 8 Share this post Link to post
Misty Posted June 3, 2018 Did you fix mapinfo? I left review on idgames with mapinfo example. 0 Share this post Link to post
Memfis Posted June 3, 2018 Seems unwelcoming, with painfully dark areas, unpleasant teleporting hitscanners, and very low ammo. I tried to have fun but failed. :( Maybe it plays better in OpenGL with gamma correction on a lower skill setting. Music was very good. 1 Share this post Link to post
sigsegv Posted June 4, 2018 On 6/3/2018 at 4:55 PM, Myst.Haruko said: Did you fix mapinfo? I left review on idgames with mapinfo example. Thanks, I've uploaded a fix, should be up soon. 0 Share this post Link to post
mgr_inz_rafal Posted June 17, 2018 I also failed miserably trying to beat the map on UV. The architecture is uncommon, therefore quite interesting, but having to run around and punching hitscanners ruined the fun. Maybe it's just not my pair of shoes :) 0 Share this post Link to post
dobu gabu maru Posted June 17, 2018 Absolutely amazing map with unconventional architecture and an unfolding layout reminiscent of mouldy's work. Ammo conservation gets pretty brutal at times and I think there's more hitscanners than there is health to offset little slip-ups, but the map is quite phenomenally designed besides that. Really liked how the player was unsure at any time what was going to happen, and the ways you use the door textures as floor switches is great. Love the little door crates too! Wonderful map. 0 Share this post Link to post