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Bloodbath Giraffe

Azazel's Second Descent - Beta1.5 - 32 map one man mega wad

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Something's definitely wrong, there aren't that many dark areas in the first episode. Make sure you aren't running any mods and your sector light mode isn't dark. Also try beefing up the gamma with the corresponding console command.

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5 minutes ago, Firedust said:

Something's definitely wrong, there aren't that many dark areas in the first episode. Make sure you aren't running any mods and your sector light mode isn't dark. Also try beefing up the gamma with the corresponding console command.

Yup, sector light mode was set to dark. I honestly didn't even know that was an option I just thought that's how it is...and seeing others bring it up confirmed it for me. Thanks so much, I never would have figured that out. 

 

In that case, no complaints cause it looks waaay better now. Except this absolutely evil fuckin trap I'm stuck on in E1M3...lol

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@Chud I'm glad you an enjoying the wad so far. I think the lighting has been the biggest complain so far as the first 5 or so maps are pretty dark since their mostly in caves. I think in the readme file ill put something about the lighting is best on normal. After the beginning of map 6 most maps lighten up so you can probably go back to dark mode. If you stuck on the last fight of map 3 that the first really hard fight of the wad.

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Just updated the wad to Beta 1.4 with the following changes 

 

Beta 1.4

More detailing on maps 10-20

added the correct readme file

removed all the missing textures errors. I might of went a bit overboard and might be a missing texter or two on the first 5 maps. If you find any please let me know. 

Map 07 - fix a map exploits where you could skip a fight. Changed the red key monster spawn timing a bit.

Map 08 - added a bit more shells. Also changed the red key switch order around.

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Its another Friday so here is the latest update

 

Beta 1.5

Map 14

- added more ammo to the 2 side caves

- changed the timing of the baron side fight.

map 32

 - fixed some missing textures

map 17

- changed a bit of geometry around 

- fixed the lifts were not set to repeatable

 map 18

- fixed crusher secret 

- moved some geometry around the yellow key room

- added monster blocking line deffs to some pillars 

- fixed some missing textures

- fixed an archvile spawn

- removed some health from the final fight

map 19

- fixed some monster spawning in at the wrong time 

-fixed the cyber getting stuck and not teleporting

map 20

- fixed a soft lock

-fixed a fight you can trigger early

map 21

- fixed soft lock by the blue armor secret

- fixed missing damaging floors

- fixed missing textures

 map 22

- added more rad suit to nukage pit

- rebalanced a few fights

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