Ashurion Neonix Posted March 20, 2020 (edited) Download: https://drive.google.com/drive/folders/19g44JOmZU3QATqseMsNozmi9cNC0kbpP?usp=sharing Mountain Lab is a single level Pwad with singleplayer and deathmatch in mind. (also supports coop) set inside an icy volcanic mountain, Featuring icy catwalks above lava and ending with a portal to hell itself. Difficulty is similar to Episode 4 of ultimate doom. Supports ITYTD,HNTR,HMP,UV and NM difficulties. Requires GZDoom to run. Now added fog and additional enemies. --------------------------------Screenshots-------------------------------- Edited May 22, 2021 by Ashurion Neonix : Fixed download link 5 Share this post Link to post
ValeriyPipick Posted March 20, 2020 Finished playing it. Not bad little wad, i would like to say. 1 Share this post Link to post
Rince-wind Posted March 20, 2020 That's a very curious choice for a snow texture, since you're already using custom content (the black stalagmites) it would be a good idea to find a better texture for that. The combat and level design very for the most part enjoyable except for the room with the stealth Vile. The Vile itself wasn't the problem it's the fact when you open the small door you're greeted by a mass of enemies that can't do you much harm since they're awkwardly trying to get out of the room and the player has rockets and a SSG. Maybe making the entrance larger would solve the problem. The visuals are fine although the place looks less like a mountain and more like a canyon, the image ValeriyPipick posted makes it look more like a mountain thanks to the sloping rock formation. The secrets were pretty creative, my favourite being the tech-pillar one, but maybe you should put somthing else insted of a mega sphere in the stealth Vile room, it's a pretty obvious secret and the megasphere is more helpful than you think. 1 Share this post Link to post
Caleb13 Posted March 22, 2020 (edited) I played this in GZdoom 4.3.3. and I encountered odd behavior near the blue door: sector 180 floor texture sometimes disappears when player stands in front of it. Here are some screenshots. 1 Share this post Link to post
Ashurion Neonix Posted April 14, 2020 On 3/20/2020 at 9:18 AM, ValeriyPipick said: :tired_face: This visual glitch is due to how I set up the sky. I will try to fix it soon. 0 Share this post Link to post
Ashurion Neonix Posted April 14, 2020 On 3/22/2020 at 2:52 PM, Caleb13 said: I played this in GZdoom 4.3.3. and I encountered odd behavior near the blue door: sector 180 floor texture sometimes disappears when player stands in front of it. Here are some screenshots. I noticed that when I playtested this map. I haven't been able to figure out why it happens. Sorry. 0 Share this post Link to post
Ashurion Neonix Posted April 14, 2020 10 minutes ago, N00bularXD said: This visual glitch is due to how I set up the sky. I will try to fix it soon. Should Hopefully be fixed now. 0 Share this post Link to post
Loomis Posted April 14, 2020 49 minutes ago, N00bularXD said: I noticed that when I playtested this map. I haven't been able to figure out why it happens. Sorry. I don't know, what exactly caused the problem, but I relocated one of the vertexes of sector 180 a little bit and that seemed to solve the issue. 0 Share this post Link to post
Guardsoul Posted April 14, 2020 2 hours ago, Loomis said: I don't know, what exactly caused the problem, but I relocated one of the vertexes of sector 180 a little bit and that seemed to solve the issue. Probably a HoM created by the nodebuilder due to the amount of vertices that are not in the grid 0 Share this post Link to post