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Ed

Convoluted Mess

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http://www.mediafire.com/?57clgrreuv2d17v

Found this on my portable hard-drive. It's an older level, cleaned it up a bit and it's out to pasture. It's a little cramped in some spots, plays better than expected in Skulltag bot-match. I'm sure visual bugs are hidden somewhere in there. I know it looks horrendous in one spot in JDoom.. looks solid in GZDoom/Skulltag.

Deathmatch - Ultimate Doom - E2M2 - Limit Removing
Screenshots:

http://i615.photobucket.com/albums/tt237/capslockrivet/messnew2.jpg
http://i615.photobucket.com/albums/tt237/capslockrivet/messnew1.jpg
http://i615.photobucket.com/albums/tt237/capslockrivet/mess01.jpg
http://i615.photobucket.com/albums/tt237/capslockrivet/mess02.jpg
http://i615.photobucket.com/albums/tt237/capslockrivet/mess03.jpg
http://i615.photobucket.com/albums/tt237/capslockrivet/mess04.jpg
http://i615.photobucket.com/albums/tt237/capslockrivet/mess05.jpg
http://i615.photobucket.com/albums/tt237/capslockrivet/mess06.jpg

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The game play is nothing to worth calling home about. It's a DM map, but only for some sense of purpose aside from being an art project of sorts. If you open it in Doombuilder, you can see how sloppily it was put together in some spots. I've found a few visual bugs, some are painfully obvious with a fresh set of eyes, lol.

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Why do all the lines around the left most switch have the same trigger line on them? Aside from that, it also means that the actual switch can't be pressed in ports that don't have Boom's pass through linedef option on by default.

Indeed, speaking of visual errors, I noticed the linedefs of the scrolling yellow door skull marker are facing the wrong way for the scrolling to actually happen :p

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I'll be perfectly honest. A few months ago I had one of those chance encounters with blotter acid that only seems to come around once every few years. Like, the really good kind some Deadhead relic from the old-days made from a four decades' old, perfected formula. I'm not really into tripping anymore, but when fate sticks out his hand you grab it I suppose. I ate it. Long story short, it's the last leg of it, in that serene, euphoric stage. I absolutely fleshed out a lot of what you see there.

So, the reason the lines trigger around the switch is because I made a bunch of that map completely tripping on acid.

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Good choice of textures, and the variations of lights are attractive,but I would have like that the wad is also made for the solo.

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40oz said:

Deathmatch??? It's cool and all but no thanks.


Yeah, design orientated approach + death match doesn't really work.

Some of the shots look pretty cool though, especially the outdoor areas.

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