Simon666 Posted September 23, 2012 Here's the beta version of my third level, named The toxic exodus. GzDoom is required to run this level ( Skulltag and Zandronum also run well ) For an optimal experience opengl should be used to run this level! A few notes about this map: -Replace level 02 -contain all of the Back to the fire textures and flat, many of them were updated and improved. -A new statbar Some screens: http://i.imgur.com/gBHf6.png http://i.imgur.com/jTbJc.png http://i.imgur.com/zaQC1.png And the download link: http://www.mediafire.com/?aj0gw7236m0n37m 0 Share this post Link to post
Lizardcommando Posted September 23, 2012 Not bad, I liked it. I love the atmosphere in the map. Where can I download your other maps? 0 Share this post Link to post
Simon666 Posted September 23, 2012 The first one ( not quite good in term of gameplay ) http://www.doomworld.com/idgames/?id=16448 And the second map i've uploaded: http://www.doomworld.com/idgames/?id=16795 0 Share this post Link to post
Eponasoft Posted September 23, 2012 That was just plain awesome... the atmosphere is pretty tense, but never really completely intimidating since you gain power quickly and there's plenty of ammo, health, and places to dodge enemy fire. Excellent use of textures, lighting, and environmental audio effects. Very playable, though probably too easy for most of the experts around here. ;) And... it's gotta be the first time I actually enjoyed fighting Revenants. All in all... very nice work, and I'm glad to see more people targeting GZDOOM. 0 Share this post Link to post
Simon666 Posted September 23, 2012 Thanks, what do you think i can improve on this level? 0 Share this post Link to post
chexwarrior Posted September 23, 2012 Good lookin' level Simon. If you looking for things to improve then I'd say put in some more ambushes, its fairly sparse. Every time I got a key card I found myself saying "Was that it?". 0 Share this post Link to post
Simon666 Posted September 23, 2012 Yeah, it's true, i've got something in mind to spice things up a bit! 0 Share this post Link to post
Eponasoft Posted September 23, 2012 Keycard ambushes are kind of predictable though... it seems like it's more tense to not have a keycard ambush, since you're expecting one and looking around to see where they might come from... and then it doesn't come, which gives a temporary false sense of security. :) Since you're targeting GZDOOM, it would be interesting, on the other hand, to have a delayed ambush... you could use a scripted delay for opening a monster closet or something along those lines. 0 Share this post Link to post
Simon666 Posted October 3, 2012 I'm happy to say that the updated map is now available at Idgames! This version repair the broken ending and add few more traps when collecting keys! ( you can ignore the message i posted on the "review" section, this is no longer important! http://www.doomworld.com/idgames/?id=16934 0 Share this post Link to post