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finnks13

[vanilla] Tetrad - Four tiny, challenging maps

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Don't miss out on this one, y'all. My new favorite finnks wad!

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Lovely stuff, had a good time playtesting it. It's designed in a way that you don't see often these days.

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It's been a while since I've been on here, but I'm always happy to see a new Finnks wad! I'll have to check it out. 

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Cool wad finnks, thanks for making it. Indeed it nails the design behind the chord series very well, and feels like a nice expansion to the original maps. The no lock-in rule was noticed, although it felt more like you used well placed monsters in multiple paths to challenge the player if they decide to escape instead of raising bars or something. More maps should try that, plus combining incidental combat, lock-ins, etc...

 

I also noticed a lot of damaging floors, which is not something i remember from the original maps, but it did add some serious pressure to the combat. Extra points for keeping the stock midis too.

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7 hours ago, dashlet said:

Cool wad finnks, thanks for making it. Indeed it nails the design behind the chord series very well, and feels like a nice expansion to the original maps. The no lock-in rule was noticed, although it felt more like you used well placed monsters in multiple paths to challenge the player if they decide to escape instead of raising bars or something. More maps should try that, plus combining incidental combat, lock-ins, etc...

 

I also noticed a lot of damaging floors, which is not something i remember from the original maps, but it did add some serious pressure to the combat. Extra points for keeping the stock midis too.

 

Thanks! 

 

You're right, one of the main ways I got "around" my self imposed rules were trying to think of ways to make the situation get worse if the player decides to run away from a fight :P

In m27's ssg fight, for example, leaving is a bad idea because it's very likely the lift going back up to it will crush the corpses that get on it, which can get very out of hand if the archviles are still alive due to the complete lack of the rocket launcher!

 

 

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Anyone invokes Malcolm Sailor and I'm here for it!

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Cool set, I had fun with it. Really enjoyed maps 01 and 03. 01 especially so, this map really nailed the cramped and ammo-starved map design.

02 and 04 I didn't like as much, it felt like despite the fact that maps had multiple options, there was only one correct solution to it, figuring which out didn't feel like solving a puzzle and felt more so like trial and error. Nevertheless they were interesting to beat, too, and the overall experience was quite refreshing.

 

Here are some dsdademos recorded on 0.28.1 - tetrad-fda-raven.zip

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