Grizzly Old B Posted December 1, 2023 (edited) My first attempt in speed-mapping (1h). Have fun! Doom2, MAP04. 13pillars.zip 1 Share this post Link to post
Grizzly Old B Posted December 2, 2023 7 hours ago, Riclo500 said: Very cool! This had a neat idea Dude, you're using some fairly overpowered weaponry there ... 😅 One-shot-killing archviles makes the map far too easy. But thanks for playing anyway. 0 Share this post Link to post
RjY Posted December 2, 2023 first exit, not a first attempt, 1:57 Probably should make the pillars lower faster, as it is I can rocket one vile before its pillar finishes lowering allowing the poor creature to be able to fight back :). 0 Share this post Link to post
Grizzly Old B Posted December 2, 2023 13 minutes ago, RjY said: Probably should make the pillars lower faster, as it is I can rocket one vile before its pillar finishes lowering allowing the poor creature to be able to fight back :). Thanks for your playthrough. Yeah, you're probably correct about that. In my (short) testing in GZDoom, the archies often got boomed off their pillars after one or two rocket hits, which made it harder. 0 Share this post Link to post
RjY Posted December 2, 2023 1 hour ago, Grizzly Old B said: Thanks for your playthrough. Yeah, you're probably correct about that. In my (short) testing in GZDoom, the archies often got boomed off their pillars after one or two rocket hits, which made it harder. I did wonder. The thread title says Doom2 and there are no Boom line specials in the map, so I recorded with Doom2v19 compatibility, but I had previously tried it with comp_dropoff=0 and it did seem that mode of gameplay was more likely the intended one. You could simply declare the map should be run in Boom compatibility, it would be far from the first map to require a higher engine version despite no overt use of that engine's features. You might be interested by map31 of Experiencing Nirvana, which is a similar idea, but much more extreme. 0 Share this post Link to post
Grizzly Old B Posted December 2, 2023 (edited) 20 minutes ago, RjY said: I did wonder. The thread title says Doom2 and there are no Boom line specials in the map, so I recorded with Doom2v19 compatibility, but I had previously tried it with comp_dropoff=0 and it did seem that mode of gameplay was more likely the intended one. You could simply declare the map should be run in Boom compatibility, it would be far from the first map to require a higher engine version despite no overt use of that engine's features. If I wanted the pillars to lower faster, I would have to use Boom line specials anyway, as to my knowledge there are no fast lowering floors in vanilla Doom. I might do that. To be honest, this map was more or less a joke. There's some stupid counting game in some Discord channel, and when it came to the number 13, I thought, hey, can I quickly make a speedmap featuring the number 13 in some way? This is how this map originated. 0 Share this post Link to post