seed Posted April 23, 2018 (edited) 48 minutes ago, cyan0s1s said: @Agent6 HR2's earlier levels (orange sky) are definitely way harder IMO than anything later on traditionally. I was practically begging for the slaughtermaps to roll in. I'm sure it has nothing on today's sets though! Yeah, that was literally me as well. Some of them have legit difficult encounters, but others are just like "I want to rape your soul and fuck your mind". 3 Hell Knights in a level inside a shoe box room and a Lost Soul in front the switch and on top of a Berserk pack. Go destroy yourself... Oh, and there were also Arch-Viles. But at least you could easily run away from most of them, or at least from the two who are revealed after you pick up the trapped blue skull. The other 2 right before that Hell Knight room pretty much force you to take damage since you kinda have to use the Rocket Launcher on them and there's barely any space to run, let alone hide... Obviously it wouldn't be enough if the exits would not get locked after you step into the trap, how nice of 'em! The first maps are terrible, simply because they don't do something interesting to be challenging but instead rely on troll encounters which force you to take damage. Or die. Not good gameplay. 1 Share this post Link to post
Lila Feuer Posted April 23, 2018 Yep, my initial impressions of HR2 were rather poor, and I wasn't sure if I was going to be able to finish the WAD, but I'm happy I suffered long enough to enjoy the rest, for the most part. I actually recall HR2 being a bit easier than HR1 at times, then again, not the same people. HR1 was misleadingly easy early on because they didn't want to scare you off with hard shit from the get-go, but from map12 and onward it's a gauntlet of crazy fights and seemingly impossible setups that you survive over and over again and I just found it thrilling. 1 Share this post Link to post
Deadwing Posted April 23, 2018 Can't wait to try that boom mapset from Dragonfly's D: Meanwhile, I'm struggling for a while doing this. The map's getting really big and it's currently a big mess lol Hopefully the final version will be something much more different and cohesive, though, but I'm slowy progressing, so hopefully this won't take too much. 16 Share this post Link to post
seed Posted April 23, 2018 1 minute ago, cyan0s1s said: Yep, my initial impressions of HR2 were rather poor, and I wasn't sure if I was going to be able to finish the WAD, but I'm happy I suffered long enough to enjoy the rest, for the most part. I actually recall HR2 being a bit easier than HR1 at times, then again, not the same people. HR1 was misleadingly easy early on because they didn't want to scare you off with hard shit from the get-go, but from map12 and onward it's a gauntlet of crazy fights and seemingly impossible setups that you survive over and over again and I just found it thrilling. It's called progression I suppose. After all AV did the exact same thing. It starts easy and the difficulty increases in steps as you progress, with occasional spikes here and there. But the problem is that, hm... where am I now... I think around MAP15 or so, and it starts getting better only now, no more unfair traps and encounter with zero thought put into them. And no more boxy levels either. If HR2 was designed by a different team then it would explain the radical (read: mediocre) change in style of the early levels. But HR1 seemingly impossible after MAP12? No. Gotta disagree here, it's nowhere near that. Heh, should that be the case then the mid to late levels of AA would be classified as "beyond hardcore" in comparison :v . And I mean it. 0 Share this post Link to post
Lila Feuer Posted April 23, 2018 (edited) I prolly oversold it a little, what I mean is that upon first glance at a setup of monsters and fights it looks daunting and you think how the hell am I suppose to survive that? Now anytime I see two Cyberdemons in a room I'm just like :eye-roll: let's get this party started then. E: Single Arch-vile encounters where they just come running and screaming at you out of nowhere always fucks me up tho. 0 Share this post Link to post
Memfis Posted April 23, 2018 59 minutes ago, Dragonfly said: The ceiling lights beg to be yellow, blue, and red. 7 Share this post Link to post
seed Posted April 23, 2018 (edited) 8 minutes ago, cyan0s1s said: I prolly oversold it a little, what I mean is that upon first glance at a setup of monsters and fights it looks daunting and you think how the hell am I suppose to survive that? Now anytime I see two Cyberdemons in a room I'm just like :eye-roll: let's get this party started then. E: Single Arch-vile encounters where they just come running and screaming at you out of nowhere always fucks me up tho. Difficult at first sight but that's about it. Something similar happened in AV as well, especially near the end in a few levels which look nuts but they're actually alright, just that you have to resort to various tricks to make it out alive. Indeed. The problem is that HR1 at least overused certain enemies. HR2 appears to sort of correct this by adding more hitscanners and general variety to the encounters, but I'll see how things change later on. Still, variety doesn't help much considering that a good portion of the early maps is pure mediocrity... Cyberdemons have become common enemies for me as well. Heh, the consequence of maps such as MAP24 (I think this was it) of HR1. Cyberdemons? Come fite me xdd. 0 Share this post Link to post
Danlex Posted April 23, 2018 Infinite ammo / Golden BFG9000 I created today: I'll maybe use it in a wad... 17 Share this post Link to post
Roofi Posted April 24, 2018 8 hours ago, DanielAlexander said: Infinite ammo / Golden BFG9000 I created today: I'll maybe use it in a wad... I found that the pink BFG from Slaughterfest was really ugly. The gold color fits pretty well on a BFG. :) 2 Share this post Link to post
Vermil Posted April 24, 2018 10 hours ago, cyan0s1s said: @Dragonfly I just love the teal! I like those custom textures as well. 1 Share this post Link to post
seed Posted April 24, 2018 (edited) It was fun avoiding projectiles with 11% health at the beginning after I got punished for not paying attention where I needed most xdd. Spoiler 1 Share this post Link to post
StevieWolfe Posted April 24, 2018 13 hours ago, Dragonfly said: I've been having a lot of fun making this map! Wow, just wow. I love the colors here. 4 Share this post Link to post
Bridgeburner56 Posted April 24, 2018 I told myself that I'd try and make a smaller map after the behemoth that was level 2. Complete fail on that part (that's a 128 grid). Something ... big is brewing to the north. 9 Share this post Link to post
ZeroTheEro Posted April 24, 2018 And reached the maximum echelon level. Now I can play as the Doom Slayer against other people. 5 Share this post Link to post
seed Posted April 24, 2018 (edited) HR2 hates you with a passion as it seems :v . 8 Share this post Link to post
cannonball Posted April 24, 2018 (edited) Hopefully there should be a playable alpha for this is the coming days, 11 maps so far (01-11, the maps split into two episodes though generally tech base themed in various guises). Map06 - Greenpeace would certainly take issues with hell if it achieves its aims here.... Lastly map11 - That is supposed to be a spaceship near the top of the screen, frankly it hardly seems worth the 11 maps of pain it took to get here. 19 Share this post Link to post
Xyzzу Posted April 25, 2018 This was an exercise in detail and it made my brain melt trying to push myself! >_< In-game screenshots (almost no monsters): Spoiler 20 Share this post Link to post
Bridgeburner56 Posted April 25, 2018 Pillars and shadows. A classic that never goes out of style 18 Share this post Link to post
Misty Posted April 25, 2018 I started working on second map few days ago,I don't know if yellow liquid fits here. Anyway, I love this purple sunset, things go here smoothly as I wanted. 13 Share this post Link to post
Memfis Posted April 25, 2018 I guess I would expect a purple sunset to go with a purple liquid. 3 Share this post Link to post
Bauul Posted April 25, 2018 6 hours ago, Myst.Haruko said: I started working on second map few days ago,I don't know if yellow liquid fits here. Anyway, I love this purple sunset, things go here smoothly as I wanted. I like that gold liquid color! Although you could perhaps adjust the shape of the "sea" sector to be a smooth curve at the horizon instead of a square. At the moment it's very obvious it's just a share room with a sky texture on it. 1 Share this post Link to post
TwinBeast Posted April 25, 2018 @Myst.HarukoMaybe if the sky faded to yellow at the bottom it would fit better. Tried some simpler sprite style, with a few frames of animation, they don't have backsides yet. Maybe I don't render the sprites from models, then I'd want to use the models ingame. Another little change in the palette, 4 color ranges with 5 shades with some shared dark colors, then swap the palette for other colors. Scrapped the chiaroscuro idea, it just kinda looked broken/glitchy, should have more than 16 colors in the palette for that to work nicely. New asteroids... they're also semi-intelligent and randomly move toward player. Should each asteroid size have a different color, or just random? 15 Share this post Link to post
Danlex Posted April 25, 2018 On 21/4/2018 at 3:15 AM, xdarkmasterx said: I love this sky, I wonder where is it from. I would like to use it in a wad. 1 Share this post Link to post
bioshockfan90 Posted April 26, 2018 36 minutes ago, A2Rob said: looks like Vanguard - nice work 4 Share this post Link to post
Bauul Posted April 26, 2018 (edited) A little light platforming always helps to break things up a bit I think. Elementalism map F2, work in progress Edited April 26, 2018 by Bauul 44 Share this post Link to post
Crunchynut44 Posted April 26, 2018 Just picked this bad boy up for $9! Stoked. 4 Share this post Link to post