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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--------------------------------

 

Screenshot_Doom_20200320_084542.png.c662cb4479ba6992d47aec5538d0f448.pngScreenshot_Doom_20200320_084608.png.f88cddbb0575e3d64804381a4a431bcd.pngScreenshot_Doom_20200320_084643.png.d1e6bbdbbaed2d964fb26c4b7365e41b.pngScreenshot_Doom_20200320_084657.png.4b76814f72dff9812602eae7b4feaf9e.pngScreenshot_Doom_20200320_084726.png.f3a95c7fbdda537d78d41c6e405a7e13.pngScreenshot_Doom_20200320_084816.png.b07e9c0fb7251c66a4ea5530514e85ef.pngScreenshot_Doom_20200320_084854.png.e9d3c64a59c8651d8c3ad7d7d322c66b.pngScreenshot_Doom_20200320_084947.png.c262daa8482976cd911d90d498d5725f.pngScreenshot_Doom_20200320_085019.png.1b8d2bc8f9fadaf3f5e8d9e83bf4a334.png

Edited by Ashurion Neonix : Fixed download link

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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.

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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.

 

 

Screenshot_Doom_20200322_154900.png

 

Screenshot_Doom_20200322_154852.png

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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.

 

 

Screenshot_Doom_20200322_154900.png

 

Screenshot_Doom_20200322_154852.png

I noticed that when I playtested this map. I haven't been able to figure out why it happens. Sorry.

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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.

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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

 

U4z2VEL.png

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