Archi Posted April 10, 2015 A map I was making on streams for 10 hours(with testing), it's a "remake" of map16 from Lost Maps 2 by Joe-Ilya, though, I don't want to contribute it to Joe-Ilya Tune-up Community Project, because it's a slaughter map. Screen: http://i.imgur.com/yfirRUH.jpg DL: Version 2: https://www.mediafire.com/?2os51fdlmh22q4k Version 1: https://www.mediafire.com/?buddd58019u8cjg Have fun. Skills implemented, track is "Yaw" by James Paddock from Back To Saturn X. 0 Share this post Link to post
tourniquet Posted April 11, 2015 Nice romp, i guess going for an early BFG via AV jump out of the center might be the best strategy but i haven't tried this yet. Cool map. FDA on UV & First Exit on HMP 0 Share this post Link to post
Archi Posted April 11, 2015 Thanks. Arch-jump route is there but I didn't test it very well, it may be buggy. Didn't expect cyber to go through a teleport, was funny to see. Also, how does the HMP skill feels? 0 Share this post Link to post
tourniquet Posted April 11, 2015 Yeah AV route is bugged i just tried it, some of the Mancubi pits won't raise and you'll likely get stuck in them. HMP is fine i guess it should be comfortable to play for slaughter-shy folks, i'd say the Soulsphere at the start isn't essential. In case you gonna fix the AV route i'll do another attempt on UV. 0 Share this post Link to post
Archi Posted April 11, 2015 Hmm, it shouldn't break that way. Their pits should rise, just checked the map and played it: http://i.imgur.com/rnHToNX.png 0 Share this post Link to post
tourniquet Posted April 11, 2015 Hm maybe i accidently skipped a linedef otherwise i'm clueless why it didn't work. Anyways here's the attempt i was trying to record, i got stuck at ~3.20, recorded with CL9 so everything should actually work properly. 0 Share this post Link to post
Archi Posted April 11, 2015 Yeah, seems like you skipped it. One of the most annoying bugs in vanilla/boom. 0 Share this post Link to post
Memfis Posted April 11, 2015 That's why I always make important linedefs like this diagonal or even duplicate them. It takes very little time to do and makes the map a lot more reliable. 0 Share this post Link to post
scifista42 Posted April 12, 2015 Just popping out to say that aesthetics were awesome as always. Gameplay on HNTR was somewhat doable for me as a non-slaughter-player, though still a little over the top with monster counts per horde. Hard, but as I said, apparently doable (I've used resurrect cheating anyway), so well done. 0 Share this post Link to post
Archi Posted April 12, 2015 Thanks. I should force myself to spend more time to make all skill levels balanced well, heh. 0 Share this post Link to post
tourniquet Posted April 12, 2015 Hey, gave it another spin on UV, AV jump strat works pretty well still i'd give the same recommendation as memfis to make the triggers diagonal, i was able to skip them in like 3 out 10 attempts. The Cybie in the Exit pit is rather pointless, can be killed without hassle from above and one of the tele ambushes is bugged, enemies are stuck on the 4 corner platforms since they won't get lowered if you jump out of the center. 0 Share this post Link to post
Archi Posted April 14, 2015 OK, v2: https://www.mediafire.com/?2os51fdlmh22q4k Changed exit, fixed random bugs, made some fights less annoying, added a bit more ammo. 0 Share this post Link to post