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Here's a new map I made over the last few days. It's a bit different from how I usually map. It starts out really easy, but gets hard. Unlike my usual insanity from the get go.

small update:
http://www.mediafire.com/download/2j7npa1hni6fdfa/WretchedDestiny.wad
ad[/url]

http://imageshack.com/a/img51/1525/yi1z.jpg

http://imageshack.com/a/img801/6909/jp0v.jpg

http://imageshack.com/a/img51/1525/yi1z.jpg

Enjoy!

In one room there's a shootable switch that sometimes gets triggered by monsters.

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Seems like a cool map, I'll have to try to finish it when I'm feeling a little better, just proved I'm too sick for Doom, heh.

Unless there's more than one shootable switch, the switch is being triggered by you shooting at the shotgun guys on the bookcase. I'm almost certain monster hitscans can't trigger GR linedefs, and Doom doesn't care about switch graphic heights. The loud-ass switch sound should've given it away.

Also, there's an unclosed sector in the cave after the library.

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okay, I'll try to move some of the monsters around so it doesn't get triggered when you first enter that area. You're supposed to have to do some bookcase jumping to get to it but I guess that might not work out as well as I thought. Thought it would make a neat area is all. Also, I can't find the open sector in the cave, could someone point it out?

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You might do better to make an indent in the opposite wall (linedef 280) and put a switch there, so that you can only shoot it from that bookshelf. Gunfire activated lines don't care about height or front/back sidedef.

First-thing-in-the-morning FDA: http://www.mediafire.com/?4rsoyskchd3ztv0
Those barrels and crushers are surprisingly effective if you're not paying attention, which I wasn't. Will have another go later today when I get time.

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This was a very fun map. Texturing was a bit off in parts and the difficulty really spikes when you enter the icon of sin teleporter. There isn't really enough ammo to deal with it so I could not complete it.

Here is my FDA: http://www.mediafire.com/?ak96cyrxd6tbhiv

Good work on the map as a whole. Just needs a few tweaks.

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That's some serious raw brutality. I gave up after several deaths teleporting onto lava with Pinkies and Revvies in front of me and Mancs and Revvies behind. That was harsh, dude. ;)

I started out badly, because I thought the red key crusher was a whole-room thing. Died 4 times there and was down to 36% when I finally survived -- not good when going into the library shooting gallery. I got up to about 180 when I found the Soulsphere and thought I had it locked, but because I was playing in GZDoom, I had a hard time in the caverns because I couldn't see anything with the brightness set at 80. I need to adjust the gamma, that's for sure! It was good fighting down there, I just took a few more hits from Imps than I should have. The initial fight at the fake exit was pretty easy, a few rockets at the HKs and finished them off with the shotgun, then a lot of rockets at the Revvies.

The fight against the Cacos and PEs was brutal. Seemed like the stalagmites were blocking my rockets, and for awhile I kept getting owned by the extra PEs coming from the teleport area. That was a nicely-designed fight, with the circular hallways making for good "Run like hell!" action. I found the secret Soulsphere on one of those mad, panicked runs, and was able to get through the swarm. Would've loved a PG right about then instead of those damned rockets. I might have killed myself with "Good at Doom!" moments as many times as the monsters got me. ;D

I didn't have enough health to really win after teleporting. I didn't even see the PG on the platform, even though I was up there several times before getting blasted into atoms. I only realized a PG was up there from watching ReTog's FDA, so I may give it another try after I'm released from the trauma center. But next time I'll probably start on HNTR or HMP with Risen3D -- much better port at dealing with dark spaces -- because it seems this map is pitched above my skill level at UV. Fair enough, since you provided difficulty settings.

Overall look of the map was oldschool. A bit bland upstairs, more effective in the caverns. I need to see more of your maps to get a better idea of your style, how you do tech bases and so on.

One thing I know for certain, you are an axe-murderer!

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That one screenshot reminds me of that quake E1M2 map TOD submitted to sf2013. I'll have to try this out.

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