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Xindage

E2M3 Rework (Vannila)

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E2M3 is already done to play in Singleplayer/Coop (not open in dm or it crash) since this is the major goal of my mapping here i want you guys test it out in normal gameplay (pistol start if possible) in your fav skills too, i'm not sure if its easy in easy skill but hard and normal is actualy balanced.

so what you guys think? give me feedback. (i'll take the time to plam a dm gameplay in this map while it)

Screenshots: (pretty dark)

Spoiler






Link: http://www.geocities.ws/protox/FreeDoom/FreeDoom1/e2m3_p4_c1.wad
Normal Demo: http://www.geocities.ws/protox/FreeDoom/FreeDoom1/e2m3_normal.lmp
Full Demo (secrets spoiler): http://www.geocities.ws/protox/FreeDoom/FreeDoom1/e2m3_full.lmp

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Running from a pistol start, I found the forced pickup of the rocket launcher with monsters lurking at close quarters just round the corner rather rude.

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Voros said:

I'm really confused. Everything was going so well, then nothing. More than half of that demo is just me roaming around.


i dont understand nothing...

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Watch the demo. You'll see halfway I had become lost in the map. IIRC i killed 96/119 monsters, so i was making good progress.

I'm asking what did I miss in the map.

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i played this map lot of times in choco and i never noticed this black lines glitch, i'll try to cheat it wht lighs, also i get this crucher issue once, but it dont happened twice in my second try

Edit: well i think i just did a mistake of make the red key only appear in hard skill, that sucked a lot...

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Fixed Version: http://www.geocities.ws/protox/FreeDoom/FreeDoom1/e2m3_p4_c1.wad

Changes:
+ Is now playble in normal and easy skill. (sorry voros)
+ Reduced ever more the enemys in Easy and only few in normal.
+ Extra ammo and monsters (yay) in hard.
+ Balanced shotgun ammo in easy and normal skills. (chaingun happy)
+ "Yellow secret path" reworked and now is a visible secret, just pay attention.
+ Fixed black lines in big pit.
+ Switch working properly in secret path.
Edit: + Fixed an annyoing cacodemon buging the engine in vannila.

Players about the secret yellow path if you guys dont find a way to get, its because you closed them (not intentionaly, and not a glitch) its a testing feature and i may remove too if its a bad idea.

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plutonia 1 and 2 have archvile jumps secrets, if you kill them before jump you lost the secret permanently too and i see no poblem whit it.

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Well your branch is slightly out of date with freedoom:master, that might explain it.

Edit: and now there are conflicts in your branch. Must have been the lumps update.

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E3M6 does not have a secret exit, and E3M5 is a placeholder. We could swap those map slots and then move E2M3 to E3M6. With minimal retexturing and have the secret path a good bit harder, it would fit nicely.

We can do this later after next release.

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E2M3 clashes badly with E3. Almost nothing about it matches with the rest of the maps. I think it's best to leave e3m5 empty until a mapper can make a map for it (MrGlide and Soundblock were interested, but quit afterwards). But if e3m5 is needed badly, maybe something from the attic can be used, if it has been updated.

Edit: some roaming around the attic:

https://github.com/freedoom/attic/blob/master/catoptromancy/levels/cw_e3m2.wad an old map you aske to be removed from the e3. I'll have to check it out soon. It sounds like it could make a good candidate, maybe not.

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