Castr_Tricks2 Posted November 24, 2020 I'm working on a wad called teleport right now, and MAP05 and MAP06 have been completed. This wad contains the first four maps, along with two new ones I want to know the quality of. If maps 5 and 6 are received poorly, I'll build new versions of them, so PLEASE give feedback on ALL the maps. Thanks! thing.zip 0 Share this post Link to post
Wilster_Wonkels Posted November 25, 2020 The best level is probably level 5. I still can't find a way to complete level 1 without dying and having to manually load level 2. All of these need a lot of work yet. They're very primitive and basic. Level 6 boils down to waiting for enemies to trickle in through the teleporters past a certain point. I'd say level 2 is the weakest still. I don't really know what to tell you other than this. 0 Share this post Link to post
Castr_Tricks2 Posted November 25, 2020 (edited) Again, the enemy you telefrag ends the level after a few seconds. Thanks for being honest 0 Share this post Link to post
Castr_Tricks2 Posted November 25, 2020 (edited) And 6 probably needs redoing 0 Share this post Link to post
ElPadrecitoCholo Posted November 25, 2020 (edited) Teleport v1.1(? Ultra-Violence || Zandronum || Vanilla++ Status: *Map 05: Deaths - 0; Saves - None *Map 06: Deaths - 0; Saves - none Note: By the way, I've been playing it continuously, so it should come as no surprise that it has plenty of shotgun ammo, or Chaingun bullets. MAP 05: A really interesting map, with a really good start, although the full map ended up being a simple thing to deal with, but that doesn't take away the fact that it kept me on my toes at any moment in case a demon appeared out of nowhere, I really stuck with a some concern while playing, which is a good sign. Now with the enemies, it was really good that you used resistant enemies, just as in the beginning it was very good that you placed a Chaingunner to have a little blood on the body, the Imps, Hell Knights and the Mancubus also did very Well his work, and the Archvile, was the best, having a switch to kill him and thus not being able to see him in front of the marine while exiting the level was really good, that makes the typical Archvile of the exit break on this map, haha. MAP 06: All I can define about this map is that it is a classic Slaughter of full confinement, with really resistant enemies, and with health spheres so that the marine does not fall so fast before the blows that he receives constantly, well let me tell you that In the visual aspect it is not very interesting so, let's move on to the part of the difficulty. This is where the map shines, since it puts my many tough enemies in an area without the possibility of escaping, although the enemies that do not appear are the Pinkys, the Arachnatrons, the Cacodemons, and the Pain Elemental, but with the enemies present enough and more. Entertaining if it was, and annoying too, good job here. Edited November 25, 2020 by ElPadrecitoCholo 0 Share this post Link to post