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Posted (edited)
8 hours ago, Firedust said:

Is this a Convilution outtake?

Started out ages ago as a FDTWID map and was abandoned after the first few areas were sketched out. I recently got the urge to finish it -- finishing the rest of the layout took a couple weeks, monster placement and fine tuning took considerably longer

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Hate to double bump, but if nobody has any major oversights or bugs to report, I will be uploading this to /idgames by the end of the week.

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huge map with some frustrating traps like crusher after yelow key and hidden chaingunner at close distance

i got lost mant time but able to finish it after 3 tries 

my first exit uv demo took 31 min

prboom used popi9.zip

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Posted (edited)
8 hours ago, Zahid said:

huge map with some frustrating traps like crusher after yelow key and hidden chaingunner at close distance

i got lost mant time but able to finish it after 3 tries 

my first exit uv demo took 31 min

prboom used popi9.zip

Thanks for the demo. Since this doesn't sound like a FDA, please let me know if there were any spots in particular you remember getting lost in (if they're not addressed in the demo already) so that I can address them

 

Edit: Argh, looks like that damn blue key door still keeps getting people. I'll add some extra signposting

Edited by ⇛Marnetmar⇛

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3 hours ago, Searcher said:

 I would enjoy seeing the demo by Zahid but your wad download for it is not public.

Fixed. Use the idgames link for the demo though, the newest link will desync.

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Posted (edited)

35 minutes and change. Missed 10 kills and 3 secrets.

 

I've always wanted FDTWID, and I do hope it's still secretly in development. This is fantastic, has that old-school feeling of getting lost and old-school toughness that forces you to really buckle down and use your full arsenal. The little surplus rooms and tiny details were great. Hardest part of the map for me was going in the first hydrochamber with all the Viles. Not really any option except to run like hell there. It's got a lot of enemy sameness, and I do question some things like HKs being stowed up in high windows where you can easily forget about them, but it all plays into the vibe. The layout is incredible, I like the 90s-isms it uses while still keeping a pseudo-newschool charm, compounded by the fact that it's all limit-removing. Some of the tricks caught me off-guard there.

 

But yeah, just absolutely incredible. Question - was the slot what it would've been in FDTWID when it was in conception, or is it just there for the MIDI's sake?

 

EDIT: I didn't get lost, BTW. ICYWC

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8 hours ago, bioshockfan90 said:

<snip>

 

Thanks for the feedback, I'm glad you liked it! The answer to your question about level slot/midi is both.

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