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scifista42

Switcheroom 2 - Alpha 2

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On 5/9/2018 at 9:48 AM, AD_79 said:

Hi, would something along the lines of this be an acceptable MAP01? I don't know exactly what the project requires. No difficulties/multi placement. No name at the moment either.

 

 

 

ad-swtchrm2-m01.zip

 

Neat AD 🙂

 

My only comments/suggestions would be to

  • avoid the vertical tiling of BROWN144
  • maybe keep the tekwall static instead of scrolling?
  • maybe reduce the platforms used to get to the top switch to smaller defined lift sections - though I appreciate they are MAP30 hallmarks 😉
  • maybe change the tag of sector 33 to '13' so it lowers once instead of with the lift sequence - my lameness with gameplay timing showing here 😄

Trav

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Yeah, the timed lift secret in AD_79's map seems over the top, the only way how I could reach it was to get a shotgunguy to physically block it from closing, otherwise no chance to reach it in time while playing keyboard only.

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Posted (edited)

Some bugs and something like suggestions
Map02
Bugs:
-HOM in big door and 2 teleporters roomdoom24.png.c772cd11317139dc0d10cc37e9d40a17.png
Suggestions:
-Maybe name this map as "The Forest Base"?(the outdoor part looks like a forest a little bit)
Map08
Bugs:
-Missaligned SUPPORT3doom29.png.bd9c2448e9414f86a47e5407498a55f3.png
Suggestions:
-I think it better to make textures replace:
1.RROCK03(for me this texture don't fits with base style)with CEIL5_1 or with FLAT1("outdoor"part)doom27.png.db541a38af0cffc4cb4873b960360731.png
2.STEP4 with SILVER1doom26.png.b484a01ffd5222cfa11b6a69f1fe10dc.pngdoom28.png.d634e39093b500905ed788db04b4445c.png
Map09
Bugs:
-Missaligned METAL2doom30.png.437e39e12755068782fb2a5a48371e2e.pngdoom32.png.1318ac1707ccafd1d790dcf02ae1b9cc.png
Suggestions:
-Maybe to move left and right part of PIPEWAL1 for making texture not cutting?doom31.png.88c548ce6cd64e6c7706f57f5d7254fb.png
Map10
Bugs:
-This DOORTRAK on the left side of screen is moving while door opens and closesdoom33.png.b2da462b56056f7df31c186bd8d6a500.png
Map11
Suggestions:
-Maybe move these SUPPORT3 bars to the left a little to make them look better and not cutting AND also replace FLAT19 with CEIL5_2 on ceiling above switch?doom34.png.a8832c72c763d66eea27e1fb36fff279.png
Map12
Bugs:
IS THIS A VANILLA MAP02 REFERENCE?
-This mancubus is stuckdoom37.png.ee6af661738943972d793f0a4a28892d.png
-That PIPE1 texture raises with bridgedoom38.png.f9376368503c6e1126873d0b14d3fa2e.png
Map16
Suggestions:
I think its better to replace FLAT5_2 with CEIL5_2 or with FLOOR7_1 at those patchesdoom42.png.1269a0b7a9c409310bf1bc9abdf3f426.png
I DIDN'T FOUND ALL BUGS IN THAT WAD,SO LATER I WILL CONTINUE SEARCHING THEM
Post update
Some map name ideas(I THINK THESE NAMES IS HORRIBLE):
Map02:The Forest Base(already mentioned at the beginning of the post)
Map05:Haunted Mansion
Map23:Fuel of Fun
Map31:Ruined Castle

Edited by D1m3 : Added some CRAPPY map name ideas

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1 hour ago, D1m3 said:

IS THIS A VANILLA MAP02 REFERENCE?

 

It actually is, but since everyone keeps reporting it as a bug, I'll put the mancubus in a cage and make him able to fire from there, instead of being harmless.

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... And so, the newfounded enthusiasm had died off.

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