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Chris Hansen

GORE - two maps for Ult. Doom

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Thanks Walter! Nice to to see at least one person interested in this old dog's work! :D

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1 hour ago, Chris Hansen said:

at least one person interested

Isn't the purpose of a like button to avoid the typical "looks cool! downloading" comments?

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laughed so hard when the cybie exploded all the former humans towards the end of the grinder

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40 minutes ago, Gothic said:

Isn't the purpose of a like button to avoid the typical "looks cool! downloading" comments?

thanks for pointing that out, I wouldn't want chris thinking he wasn't still appreciated :) 24 'likes' and counting

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Don't mind me. I'm just struggling with my ego :) All the likes are ofc appreciated big-time!

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Great to see these maps released Chris, looking forward as always to more maps from you!

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Gameplay bug on E1M2

Spoiler

If rocket launcher is obtained by touching as the platform lowers (as opposed to walking over it to grab it), Linedef 3800 is never triggered, and the player wanders endlessly with nowhere to go. Even if the teleport was Linedef 3796, the problem would be the same. Would recommend changing the RL platform to an obvious square teleport with a blinking tele-gate flat.

 

Anyhoo, sweet maps!

 

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Fun maps, but I couldn't get to the exit of E1M2. I even got the bfg secret but I had no baddies to shoot it with. :(

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Nicely done, an enjoyable hour or so for me, died a bunch of times as usual :p Got confused in E1M1 looking for the blue door after picking up the blue key. Also totally missed the switch to lower the red key, that got me running around in circles for a while. Other than that the maps were pretty straightforward.

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@Vorpal Hmm, yeah. Heard it before, then changed a few things. Guess it wasn't good enough. Perhaps you're right, it needs to be completely re-designed.

 

@BlackFish

I wonder what happened... strange. You are supposed to fight one or two Cybs at the end and when they die some pillars raise leading to the exit.

 

@Dutch Doomer Glad to hear that you didn't give up :)

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9 hours ago, Chris Hansen said:

Glad to hear that you didn't give up :)

Nah I'm stubborn :p I knew I was overlooking something. Good luck on the other two maps, looking forward to playing those.

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Using GZDoom.

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E1M1
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Well-designed and fun. Solid late-E1 map (although the Barons push it into E2). One minor thing to fix. In the Blur Sphere secret, half of the free-standing SLADRIP column, sector 470, is also tagged secret. Can't be scored. I suppose I should also mention that you can score the Blue Key without triggering the linedef to open the monster closet, but that may be more smart gameplay than a bug; grabbing things at furthest possible distance.

Oh, and love the reveal of the exit. Very cool.

 

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E1M2
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Playing tag with the Cybers certainly built tension. Nothing like hearing a monster scream once, then silence. The tag 666 bars don't open when the Cybers die, but since I'm using GZDoom, I wouldn't expect them to. Probably requires a Mapinfo with a 'specialaction' for this map for it to work.

 

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There are also two things here which aren't bugs, but are just personal pet peeves - 1) Secrets you don't have to do anything to find. I know id did it all the time and 'chained secrets' are an author's choice, but I never liked them. 2) Liquids which have different damaging values in the same map or same wad. Again, Plutonia had maps with damaging blood followed by maps with non-damaging blood (not sure about in the same map). In E1M1 you have nukage which is -2/-5 and -5/-10. At least they're both damaging. Doom2 has two different variations of brown slime. I've always thought each standard liquid type should have four variations so you can tell, on sight, whether a liquid is very damaging or not at all before you step in it (I include damaging water for nuclear reactors, boiling hot springs and freezing rivers. I suppose non-damaging lava would be RROCK05 or SLIME09). Not bugs, just a minor rant. Overall, really liked these maps. Hope you finish the other two.
 

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Thank you @EffinghamHuffnagel for the useful feedback! I'll fix some of those issues for sure. The damaging floors that have different values is a bug; probably down the fact that I worked on and off on the map for so long. I'll look into making a mapinfo lump so M2 works properly in other ports. It's probably the issue @BlackFish encountered too.

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Fixed most or all of the issues and a couple of other things (mostly in the txt file).

 

- Changed RL platform behaviour/sequence in M2.

- All damaging floors in M1 do the same damage now (2%/5%)

- Made the switch for the red key platform more visible.

- Added mapinfo lump so the end of M2 doesn't bug in a port like gzdoom.

- Removed secret tag of a sector in M1.

- Changed appearence of the area around blue key in M1.

- Changed name of file from GoreE1E2 to GoreM1M2 as it's more appropriate imho since we're talking missions here, not episodes.

- and a couple of other minor things not worth mentioning.

GoreM1M2.zip

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