Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
El Jeff

2 ENEMY COMMUNITY PROJECT [DEVELOPMENT THREAD]

Recommended Posts

I should also say currently I fixed all the known issues in my map and really now am going to suggestions and then adding some secrets because it felt empty, I'm also trying to keep the upper and lower unpegged textures but sometimes these look WORSE so really Its give or take.

Share this post


Link to post

I think we need an updated list so I can start playing some of these maps when i have free time, I plan to go back and make some changes to my map closer to release

 

Share this post


Link to post
1 hour ago, Bob9001 said:

I think we need an updated list so I can start playing some of these maps when i have free time, I plan to go back and make some changes to my map closer to release

 

 

Updated list. I agree with you.

Share this post


Link to post
13 hours ago, Arwel said:

Uploading my map (slot 22, changed nickname since then).

It's small, but pretty tough on UV, tweaked a bit to be easier on HMP and even more so on lower difficulties.

Genres: combat puzzle, pathing puzzle, ammo conservation.

Music: Take This! All Loaded! by James Paddock

 

Feedback welcome!

 

twoenemycp_knightly_reverence_by_arwel.zip


Screenshots:

  Reveal hidden contents

 

twoenemycp_knightly_reverence_by_arwel_sshot_1.png

twoenemycp_knightly_reverence_by_arwel_sshot_2.png

twoenemycp_knightly_reverence_by_arwel_sshot_3.png

 

 

This is officially the first map in the project where i couldn't finish the map because i got softlocked. That is because i ran out of bullets and couldn't shoot at the shootable triggers in the first room. It's not like this problem is even hard to solve, you just add an ammo clip to each of the towers. Speaking of shootable triggers, the fact that you can shoot them is not obvious, and the ones you have to shoot from the towers are fairly hidden. Once again, easy solution - just replace them with the CEYE sprite, as most of the players would've played sigil, and so would understand to shoot them. There's also potential for some more interesting gameplay, as, instead of lifts having the delay of 1 second, you could have them have a delay of 4 and force the players to dodge projectiles while waiting for the right moment to get on the lift just before it goes up.

FDA (uncompleted): fda-2enemy22.rar

Share this post


Link to post
13 hours ago, Walter confetti said:

Here's my map, is a pretty basic Wolkenstein 3D affair with some void twist in it.

cyberazi.zip

Also includes remakes of E1M8 and E2M8 from Doom in Wolfestein style.

 

Title: CYBERAZI

Author: Walter

New Music: Mo-Do - Einz Zwei Polizei (midi conversion)

New Textures: Yes, from 0MSHIP, google and edited WOLF4 wall

Build Time: 2/3 days

  Reveal hidden contents

doom00.png

doom04.png

doom05.png

 

I have got to say, while playtesting for this project, i did all sorts of things that i've never thought i would do. Pistoling a cyberdemon is one of them, yet pistol a cyberdemon in the first area i did. The progression to the second area is so cryptic that i had to open UDB just to understand what was i supposed to do. Just a simple switch or a linedef that permanently lowers the floor instead of lowering then raising would be better. Same goes for the secret in that room, which is completely unmarked. The first room of the second area with all the barrels is a death trap because you have 0 cover. If you are on low health like i was, then you have to hope that you don't get hitscammed. The invulnerability secret... if there is a way to go back up, then i haven't found it. It looks like it just softlocks you. Next, again, the progression from the cyberdemon room to the exit is extremely cryptic. Oh, and don't forget toshownas1sidedonautomap.png.f0711870c109550cd8f87f1963679579.pngas otherwise you can spot traps and secrets on the automap in advance. 

EDIT: forgot to add that the final fight gives too many cells. I could beat it just by holding down mouse1 with bfg in hand, without even aiming properly or trying to 2-shot them.

FDA - fda-2enemy64.rar

Edited by ONETAPPYBOI

Share this post


Link to post
6 hours ago, Bob9001 said:

I think we need an updated list so I can start playing some of these maps when i have free time, I plan to go back and make some changes to my map closer to release

 

If you're talking about an updated list of maps that have been completed, then, as I have recorded an FDA for almost every map released, I can help you out,
Maps that I have an FDA of:
03, 05, 08, 09, 12, 14, 15, 19, 22, 23, 26, 31, 33, 35, 36, 40, 45, 47, 49, 51, 54, 55, 56, 57, 58, 59, 64.
Maps that I know are released but I don't have an FDA of:
01, 34.

Also P.S. Does anyone know if 18 is released or not? I remember that I saw a couple of betas, however, I don't remember seeing it finished.

Share this post


Link to post

A current list of all present submissions' latest versions as far as I can tell (went over the entire thread post by post):

01 - https://www.doomworld.com/forum/post/2546524
03 - https://www.doomworld.com/forum/post/2509836
05 - https://www.doomworld.com/forum/post/2539880
08 - https://www.doomworld.com/forum/post/2544293
09 - https://www.doomworld.com/forum/post/2527866
12 - https://www.doomworld.com/forum/post/2524725
14 - https://www.doomworld.com/forum/post/2544335
15 - https://www.doomworld.com/forum/post/2509363
18 - https://www.doomworld.com/forum/post/2515750
19 - https://www.doomworld.com/forum/post/2543986
22 - https://www.doomworld.com/forum/post/2546698
23 - https://www.doomworld.com/forum/post/2542578
26 - https://www.doomworld.com/forum/post/2545508
31 - https://www.doomworld.com/forum/post/2514597
33 - https://www.doomworld.com/forum/post/2536448
34 - https://www.doomworld.com/forum/post/2543195
35 - https://www.doomworld.com/forum/post/2534775
36 - https://www.doomworld.com/forum/post/2522632
40 - https://www.doomworld.com/forum/post/2510037
45 - https://www.doomworld.com/forum/post/2510409
47 - https://www.doomworld.com/forum/post/2537238
49 - https://www.doomworld.com/forum/post/2534210
51 - https://www.doomworld.com/forum/post/2510945
54 - https://www.doomworld.com/forum/post/2517703
55 - https://www.doomworld.com/forum/post/2529954
56 - https://www.doomworld.com/forum/post/2516406
57 - https://www.doomworld.com/forum/post/2524192
58 - https://www.doomworld.com/forum/post/2544443
59 - https://www.doomworld.com/forum/post/2536342
64 - https://www.doomworld.com/forum/post/2546735

Share this post


Link to post

Thanks for feedback everyone!
 

Spoiler


23 hours ago, Doomy__Doom said:

the door to area 2 can be easily cheesed and kept open forever, it closes way too slow (I ignored that in play) 

 

Will definitely fix this!

 

23 hours ago, Doomy__Doom said:

in area 2 the cornermost green torch pillars can be used as cover vs Revs to point-blank BFG them and/or be safe from everything (ok except HK projectile at very very specific angle). Not sure if this is a bug or a feature :)

 

Probably not an issue.

The intended way to kill them is easier than killing them on your own and requires less ammo.

Also, If you spend more than few BFG shots to revenants, you will definitely run out of ammo to beat this fight.

 

19 hours ago, Rabbid said:

Played it, its definitely Challenging, fits the slot it is in in, but maybe you should make it easier for pistol starters.

 

I also feel it's a little bit too hard on UV.

But I didn't play it even once without pistol start.

 

9 hours ago, ONETAPPYBOI said:

It's not like this problem is even hard to solve, you just add an ammo clip to each of the towers.

 

I'll think about adding more clips, but it's worth noting there is also another way to solve this problem: die, restart, and count your ammo.

I don't see there a requirement that maps should be beatable from a blind start.

And I don't think we should assume this by default.

Do you think running out of ammo to shoot a switch is different from running out of ammo to kill monsters (a typical ammo conservation mechanic)?

 

9 hours ago, ONETAPPYBOI said:

Once again, easy solution - just replace them with the CEYE sprite, as most of the players would've played sigil, and so would understand to shoot them.

 

Sorry, but I think your assumption that most players have played Sigil is incorrect.

I'm not sure what CEYE is, but if you mean Evil Eye, I don't think it's true that it looks more shootable than a literal switch.

 

9 hours ago, ONETAPPYBOI said:

instead of lifts having the delay of 1 second, you could have them have a delay of 4 and force the players to dodge projectiles while waiting for the right moment to get on the lift just before it goes up.

 

Sorry, but I think it's hard enough as it is, I even consider making it easier.

You still have to be extra careful with projectiles even with delay of 1 second, at least at the center lift.

 

Still, thanks a lot for spending your time and providing feedback and demo!

 

 

Share this post


Link to post
3 hours ago, Doomy__Doom said:

A current list of all present submissions' latest versions as far as I can tell (went over the entire thread post by post):

01 - https://www.doomworld.com/forum/post/2546524
03 - https://www.doomworld.com/forum/post/2509836
05 - https://www.doomworld.com/forum/post/2539880
08 - https://www.doomworld.com/forum/post/2544293
09 - https://www.doomworld.com/forum/post/2527866
12 - https://www.doomworld.com/forum/post/2524725
14 - https://www.doomworld.com/forum/post/2544335
15 - https://www.doomworld.com/forum/post/2509363
18 - https://www.doomworld.com/forum/post/2515750
19 - https://www.doomworld.com/forum/post/2543986
22 - https://www.doomworld.com/forum/post/2546698
23 - https://www.doomworld.com/forum/post/2542578
26 - https://www.doomworld.com/forum/post/2545508
31 - https://www.doomworld.com/forum/post/2514597
33 - https://www.doomworld.com/forum/post/2536448
34 - https://www.doomworld.com/forum/post/2543195
35 - https://www.doomworld.com/forum/post/2534775
36 - https://www.doomworld.com/forum/post/2522632
40 - https://www.doomworld.com/forum/post/2510037
45 - https://www.doomworld.com/forum/post/2510409
47 - https://www.doomworld.com/forum/post/2537238
49 - https://www.doomworld.com/forum/post/2534210
51 - https://www.doomworld.com/forum/post/2510945
54 - https://www.doomworld.com/forum/post/2517703
55 - https://www.doomworld.com/forum/post/2529954
56 - https://www.doomworld.com/forum/post/2516406
57 - https://www.doomworld.com/forum/post/2524192
58 - https://www.doomworld.com/forum/post/2544443
59 - https://www.doomworld.com/forum/post/2536342
64 - https://www.doomworld.com/forum/post/2546735

Oh my god thank you so much, you saved my lazy ass so much work. I’m gonna give you a credit in the text file for doing work no one wants to do. God speed.

Share this post


Link to post

Here's my PE+Zombie map I've been silently working on, playtested to death in dsda-doom 0.24.3 and Woof 10, with -cl9 and -shorttics, but others may notice bugs or skips that I didn't.
2MONST KW 22092022-0632.zip

Map Name: Dark City (it's the title of a midi I was considering for the map but it didn't quite fit as much as I wanted it to, it's from the D64D2 soundtrack)
Author: knifeworld
MIDI: 'Contempt' by Varis Alpha, from TNT Revilution
Custom textures: No
Build Time: YES
Difficulty settings: Balanced for UV only so far
Coop and DM starts: added but not tested

Screens:

Spoiler

doom2495.png.7341cc487f9565a699730af0715ce4ed.png

doom2494.png.65b31580150f86e4d33ad1c6be983bce.png

doom2492.png.2dec6af1a9c6194130d5cfd1e6d7bba9.png
 

 

Edited by knifeworld : mentioned difficulty levels and coop + dm starts

Share this post


Link to post
13 hours ago, Doomy__Doom said:

A current list of all present submissions' latest versions as far as I can tell (went over the entire thread post by post):

01 - https://www.doomworld.com/forum/post/2546524
03 - https://www.doomworld.com/forum/post/2509836
05 - https://www.doomworld.com/forum/post/2539880
08 - https://www.doomworld.com/forum/post/2544293
09 - https://www.doomworld.com/forum/post/2527866
12 - https://www.doomworld.com/forum/post/2524725
14 - https://www.doomworld.com/forum/post/2544335
15 - https://www.doomworld.com/forum/post/2509363
18 - https://www.doomworld.com/forum/post/2515750
19 - https://www.doomworld.com/forum/post/2543986
22 - https://www.doomworld.com/forum/post/2546698
23 - https://www.doomworld.com/forum/post/2542578
26 - https://www.doomworld.com/forum/post/2545508
31 - https://www.doomworld.com/forum/post/2514597
33 - https://www.doomworld.com/forum/post/2536448
34 - https://www.doomworld.com/forum/post/2543195
35 - https://www.doomworld.com/forum/post/2534775
36 - https://www.doomworld.com/forum/post/2522632
40 - https://www.doomworld.com/forum/post/2510037
45 - https://www.doomworld.com/forum/post/2510409
47 - https://www.doomworld.com/forum/post/2537238
49 - https://www.doomworld.com/forum/post/2534210
51 - https://www.doomworld.com/forum/post/2510945
54 - https://www.doomworld.com/forum/post/2517703
55 - https://www.doomworld.com/forum/post/2529954
56 - https://www.doomworld.com/forum/post/2516406
57 - https://www.doomworld.com/forum/post/2524192
58 - https://www.doomworld.com/forum/post/2544443
59 - https://www.doomworld.com/forum/post/2536342
64 - https://www.doomworld.com/forum/post/2546735

Thanks for taking the time to do this! Note that ONETAPPYBOI was so kind as to make my map Boom-compatible: 

 

Share this post


Link to post
13 hours ago, knifeworld said:

Here's my PE+Zombie map I've been silently working on, playtested to death in dsda-doom 0.24.3 and Woof 10, with -cl9 and -shorttics, but others may notice bugs or skips that I didn't.
2MONST KW 22092022-0632.zip

Map Name: Dark City (it's the title of a midi I was considering for the map but it didn't quite fit as much as I wanted it to, it's from the D64D2 soundtrack)
Author: knifeworld
MIDI: 'Contempt' by Varis Alpha, from TNT Revilution
Custom textures: No
Build Time: YES
Difficulty settings: Balanced for UV only so far
Coop and DM starts: added but not tested

Screens:

  Reveal hidden contents

doom2495.png.7341cc487f9565a699730af0715ce4ed.png

doom2494.png.65b31580150f86e4d33ad1c6be983bce.png

doom2492.png.2dec6af1a9c6194130d5cfd1e6d7bba9.png
 

 

The only major issue i have with this map is that the fact that you have to interact with the invisible barrier is not obvious at all. I suggest replacing it with a switch.
Other than that, i have a few minor nitpicks:

1) This exit sign tiles vertically;doom154.png.157d8ddc9169883b5c50e9cdd23662a6.png

2) This HOM effect is rather cool but breaks when you enable OpenGL's mouselook, not even sure why this ceiling needed to be higher in the first place.doom156.png.30cf025c4048827d3953a731e0f4a0ca.png

3) This map gives you too many cells at the end IMO. It's more fun in my opinion to have limited BFG ammo so that the player can't nuke everything out of existence.
 

Also 2 things that I'm not sure if they were intentional:
1) You can grab items on this ledge without lowering it;doom153.png.0dc5fefe5260ccd64c378610cb1a2657.png2) This IOS texture looks rather out-of-place to me.doom155.png.b1b60949a4088cf387c0f1527eac7779.png

 

FDA - fda-2enemy20.rar 

Share this post


Link to post
10 hours ago, ONETAPPYBOI said:

The only major issue i have with this map is that the fact that you have to interact with the invisible barrier is not obvious at all. I suggest replacing it with a switch.

Personally I thought it was clear because there's nothing else in the room, there's a steptop midtexture defining the edge, and there's red key arrow-like shapes surrounding it.
The barrier midtexture used to be lower down and more obvious, when touched with RK in hand another smaller ring would raise up out of the floor to show that it opened, but that version used self referencing sector trickery to make both rings invisible and only show the midtex, and it was broken as hell, the current style of barrier was the result of fixing it, so I do agree it's less clear.
Although the mysterious vibe I was going for is slightly lost, I'd rather people enjoy the map so a normal switch has been added!

 

Quote

This exit sign tiles vertically;

I wanted the sign to be centered but also be visible over the edge of the door frame. I've settled for an off-center sign with the proper height.
 

Quote

This HOM effect is rather cool but breaks when you enable OpenGL's mouselook, not even sure why this ceiling needed to be higher in the first place.

I usually use software lighting + no mouselook and mapped with that in mind, so I rarely see any HOMs or visible ceilings when I use the raised ceiling with no upper tex trick. The inside of the enclosure/ruins is slightly darker than the rest of the island so that it doesn't look too bland with the same light level everywhere, since I didn't want a dark patch on the red ceiling.
 

Quote

This map gives you too many cells at the end IMO. It's more fun in my opinion to have limited BFG ammo so that the player can't nuke everything out of existence.

I move a lot to dodge stuff but to the point that I often pick up ammo when I shouldn't. Reducing the cells made it harder but I eventually improved my BFG efficiency enough to make it work consistently, so thanks for that XD.
 

Quote

Also 2 things that I'm not sure if they were intentional:
1) You can grab items on this ledge without lowering it;
2) This IOS texture looks rather out-of-place to me.

1: That's intentional because the platform is there so that the SSG and shells aren't just dumped on the middle of the floor.

2: IOS textures have some really good bloody/gore parts when used on small walls, or tiled to look creepy, but I pretty much agree with you as it doesn't tile well vertically at all. I've replaced it with a spine texture that looks way better.


Thanks for playing and testing! Nice demo too, it helped me realize the final area is too easy if you're careful enough with cell ammo.

Here's an update with the mentioned changes:
2MONKW Update 230922.zip
 

Share this post


Link to post
2 hours ago, knifeworld said:

The inside of the enclosure/ruins is slightly darker than the rest of the island so that it doesn't look too bland with the same light level everywhere, since I didn't want a dark patch on the red ceiling.

You can use line action 261 - Change Ceiling Brightness to this Brightness to avoid a dark patch on the ceiling.

Share this post


Link to post

My map is still coming. I'm sure it will be right under the wire, but that's par for the course for me. In the meantime I did play a few of the latest submissions. Really impressed with the quality of what I saw.

 

On 9/21/2022 at 6:37 AM, ONETAPPYBOI said:

Speaking of shootable triggers, the fact that you can shoot them is not obvious, and the ones you have to shoot from the towers are fairly hidden. Once again, easy solution - just replace them with the CEYE sprite, as most of the players would've played sigil, and so would understand to shoot them.

This is slightly worrying feedback and implies that because a fairly popular recent wad did something one way, we should abandon the clearer and more conventional method. I've never thought to shoot a decoration except in Sigil where I was specifically taught that was something I needed to do. @Arwel could maybe brighten up the shoot switches and give them a glow effect to draw the player's attention, and I do agree some bullet pickups would help.

 

On 9/21/2022 at 4:43 PM, Arwel said:

Do you think running out of ammo to shoot a switch is different from running out of ammo to kill monsters (a typical ammo conservation mechanic)?

It's fundamentally different because it's rarely a required part of the map that you kill those monsters. Running out of ammo for shooting monsters doesn't make it impossible to progress, it just makes it much harder. Unless there's some way to punch the switch, running out of ammo for a shoot switch does make the map impossible.

 

Not a criticism of your map overall, which is great btw.

Share this post


Link to post
9 minutes ago, scwiba said:

My map is still coming. I'm sure it will be right under the wire, but that's par for the course for me. In the meantime I did play a few of the latest submissions. Really impressed with the quality of what I saw.

 

This is slightly worrying feedback and implies that because a fairly popular recent wad did something one way, we should abandon the clearer and more conventional method. I've never thought to shoot a decoration except in Sigil where I was specifically taught that was something I needed to do. @Arwel could maybe brighten up the shoot switches and give them a glow effect to draw the player's attention, and I do agree some bullet pickups would help.

 

It's fundamentally different because it's rarely a required part of the map that you kill those monsters. Running out of ammo for shooting monsters doesn't make it impossible to progress, it just makes it much harder. Unless there's some way to punch the switch, running out of ammo for a shoot switch does make the map impossible.

 

Not a criticism of your map overall, which is great btw.

What you could do is make a small room at the beginning with a teleport to the rest of the map that has a shootable switch required to progress. This would teach the player that the map has shootable switches. 
Ideally they would all be the same texture to further guide the player.

Share this post


Link to post

Going to attempt to make my map (Map 42) this weekend as I have some ideas I want to try out for it :)

Share this post


Link to post
5 hours ago, ONETAPPYBOI said:

What you could do is make a small room at the beginning with a teleport to the rest of the map that has a shootable switch required to progress. This would teach the player that the map has shootable switches. 
Ideally they would all be the same texture to further guide the player.

not sure what you mean about a teleporter to the rest of the map, I'm guessing you mean a starting room you can't get out of without shooting a switch.
The switch at the start before the 2 zombies does exactly this.

Share this post


Link to post
1 minute ago, knifeworld said:

not sure what you mean about a teleporter to the rest of the map, I'm guessing you mean a starting room you can't get out of without shooting a switch.
The switch at the start before the 2 zombies does exactly this.

that wasn't about your map, but @Arwel's

Share this post


Link to post
12 minutes ago, ONETAPPYBOI said:

that wasn't about your map, but @Arwel's

Ah, my bad, I'm under some stress at the moment as I just finished my map for Devious Deviance and I'm paranoid that stuff doesn't work, plus I'm 40 minutes late for a tournament in an unreal engine game because of that, rofl.

I didn't know about the line action for different ceil brightness, thanks!
It sounds like it would work like sky transfers, but for now I find raising the ceiling without textured sides easy enough.

Share this post


Link to post

This is a VERY minor update mostly focusing on bugfixes.
MAP01:

  • "Ambush?... No ambush."

MAP34: 

  • Fixed some walls incorrectly showing as 1-sided on automap;
  • Fixed a VERY obvious misaligned texture that has been there since the 2nd earliest beta and nobody noticed.

TheChasmv1.5.1.rar

Share this post


Link to post

hey everyone sorry for not giving updates in like *cheeck calendar* oh yeah 4 months. Btw, the map is coming, hopefully I can finish this by the end of september, if I can't, uhh, idk beg OP to extend the deadline? Here's how it looks on the builder currently (warning, your eyes might be on fire by how unfinished this thing looks):

Spoiler


Screenshot_4.png.bee6884b30445c3e666e507e927e32c5.png

 

 

Share this post


Link to post

Made my last update. Added some ammo, health and invuln because I found my map to be too hard and added another obstacle to finnishing off Romero (bars in front of the brain oppening and swithes to lower them...). Also made sure that 1 rocket is enough to kill the boss brain by adding explosive barrels into the brain room...

Cyberdemonic sin - 2 enemy CP version_2.zip

Share this post


Link to post
7 hours ago, lokbustam257 said:

hey everyone sorry for not giving updates in like *cheeck calendar* oh yeah 4 months. Btw, the map is coming, hopefully I can finish this by the end of september, if I can't, uhh, idk beg OP to extend the deadline? Here's how it looks on the builder currently (warning, your eyes might be on fire by how unfinished this thing looks):

  Hide contents

 

Screenshot_4.png.bee6884b30445c3e666e507e927e32c5.png

 

 

It’s fine, ngl I didn’t work on my map until September and that took me like 2 hours. It’s fine, don’t worry about it. I can always extend the deadline, don’t pressure yourself you doing good so far :)

Share this post


Link to post
3 hours ago, epicyolomaster420 said:

Made my last update. Added some ammo, health and invuln because I found my map to be too hard and added another obstacle to finnishing off Romero (bars in front of the brain oppening and swithes to lower them...). Also made sure that 1 rocket is enough to kill the boss brain by adding explosive barrels into the brain room...

Cyberdemonic sin - 2 enemy CP version_2.zip

Found out I haven't telegraphed the switches enough while testing and rectified the problem...

Cyberdemonic sin - 2 enemy CP version_3.zip

Share this post


Link to post

version 2 of my map:

cyberazi-2.zip

  • Make half part of the nazi horde in the first arena present only in MP
  • Added coop starts as well
  • Changed the silly textures to something more in theme
  • The floor to the switch in 2nd arena now lowers only
  • A some sort of stairs as been added that joins the secret part to the main arena in the last section of the map

Share this post


Link to post

Updated my map according to feedback:

  • Fixed second area door closing speed
  • Added clips to the towers
  • Replaced health bonus in secret with box of shells

Regarding the visibility of switches, I decided to leave it as is.

They're not really hidden at all and the whole area is small enough to find them.

Also there is already another shootable switch at the center which player most likely finds first,

so player should be familiar with idea that map has shootable switches at that point.

twoenemycp_knightly_reverence_by_arwel_v2.zip

Share this post


Link to post

Map 03 - Storage Warehouse

 

Took me awhile to figure out what i wanted to do with the feedback, so I've implemented some changes.

 

This is probably the final release, so if you wish to playtest please note that i will most likely not be changing anything as I think the map is in a good place now.

 

- Indoor areas are now darker overall, this should help fit the theme of spectres more.

- Cleaned up the 3D Bridge feature (I still cant get it to work properly so I'll leave it the way i had it from the start)

- Minor monster placement changes.

 

Storage Warehouse (2M) Final.zip

Share this post


Link to post

I have a lot of personal issues right now that keep me from finishing my map. Deadline extension might help, but I still might not be able to complete.

Share this post


Link to post
1 minute ago, ViolentBeetle said:

I have a lot of personal issues right now that keep me from finishing my map. Deadline extension might help, but I still might not be able to complete.

It’s fine, I don’t mind extended the deadline by a week or two 

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×