Captain Toenail Posted June 30, 2013 I put this map together last few nights for fun, just posting it here for some feedback/changes before I upload to the database. To be played with Doom in a limit-removing port. No jumping or crouching please! The new music and sky graphic are from Freedoom. http://i209.photobucket.com/albums/bb202/CaptainToenailSkulltag/Screenshot_Doom_20130630_020948.png http://i209.photobucket.com/albums/bb202/CaptainToenailSkulltag/Screenshot_Doom_20130630_021022.png http://www.mediafire.com/download/aar4mbt4r3o4hlh/SetebosStatione1m1.zip 0 Share this post Link to post
Ribbiks Posted June 30, 2013 hi. fun map. here fda: http://www.mediafire.com/?b3du238x917qzbv pretty easy, but it's d1, so, ya know. only complaint is the occasional tedious/non-threatening enemies. like cacos in cages or the baron after the BK that can't get up those steps. so it's just hrrrrrrng single-shotty to death 0 Share this post Link to post
Chris Hansen Posted June 30, 2013 Excellent level! Great height variation, good lighting and nice progression. Some of the architecture is pretty clever and the layout is interesting and engaging. Your texture choices are right up my alley and the alignment is tight (though perhaps the bars to the left of the starting room should have alignment adjusted so they touch the floor) I'm not very good with midis, but I thought this one fit the level. But like Ribbiks I also think there's a couple of issues with monster placement where they are just sitting ducks and pose little threat. Finally I thought the 2nd yellow door was kinda superfluous and that - although present in the original games - monsters in secret areas are sometimes frowned upon because of the raised difficulty of getting 100% kills. But all that aside, this was definitely entertaining which is the hardest thing to pull off! :) 0 Share this post Link to post
Memfis Posted June 30, 2013 I liked it and I thought the "non-threatening" monsters were fine. It's not like every single fight in a Doom level should be dangerous: some moments to relax are welcome as well. 0 Share this post Link to post
Captain Toenail Posted June 30, 2013 Thanks for playing guys, glad you enjoyed the map. I'll see if I can tweak the monster placement a bit, and perhaps increase the difficulty. I find it is a lot harder to make an engaging map without DoomII's monsters and SSG - hence all the Cacodemons everywhere. 0 Share this post Link to post
Gebstadter Posted June 30, 2013 Speaking as a not-very-good player who played on HMP: I think the map makes very good use of platforms and windows to keep the player under attack from all angles. However, given this fact together with the abundance of traps, I think the map really needs more health on lower difficulty levels. 0 Share this post Link to post