OliveTree Posted March 26, 2018 Very very beginning of my map I guess. Not even a beta release, but I thought I'd let you guys know where I'm starting from. Has a few monsters, a few beauty touches, not much else. Cheers! obligatory_2.zip 0 Share this post Link to post
Gustavo Posted November 6, 2018 Is this project still alive? I'm interested in contributing a map slot. 2 Share this post Link to post
Quantum Dranger Posted December 7, 2018 On 11/5/2018 at 6:34 PM, Gustavo said: Is this project still alive? I'm interested in contributing a map slot. I'd be happy to reopen it if you still are. 0 Share this post Link to post
Gustavo Posted December 9, 2018 On 12/6/2018 at 11:27 PM, Quantum Dranger said: I'd be happy to reopen it if you still are. Yes, still interested in contributing to this. 0 Share this post Link to post
cambreaKer Posted January 6, 2019 Buuump, forgot about this, is this still alive? I'm still interested, but can i use an older version of oblige? 0 Share this post Link to post
Quantum Dranger Posted February 3, 2019 On 1/6/2019 at 7:29 AM, cambreaKer said: Buuump, forgot about this, is this still alive? I'm still interested, but can i use an older version of oblige? Absolutely 1 Share this post Link to post
DukeOfDoom Posted February 8, 2019 https://drive.google.com/open?id=1kHnjQvsN_ZueKLuxU92VLBcy-s0QtrYD A very beginning of my map either. Could you give it a test run and notify me of any bugs and errors? IDK where should I place this map, but I'm sure it takes second slot. 1 Share this post Link to post
Quantum Dranger Posted February 18, 2019 On 2/8/2019 at 1:18 PM, DukeOfDoom said: https://drive.google.com/open?id=1kHnjQvsN_ZueKLuxU92VLBcy-s0QtrYD A very beginning of my map either. Could you give it a test run and notify me of any bugs and errors? IDK where should I place this map, but I'm sure it takes second slot. The main issue with this map is the poor enemy placement. The most egregious examples are the archvile in the open room, the chaingunners where the only cover is the crates in the toxic pit and the chaingunners in front of the first teleport. I think a reduction in hitscan would be for the best. I liked the design in the first area but the rest of the map lacked interesting features or intuitive flow, suffering from an overreliance on cramped movement-restricting teleports for travel. It's a promising start but far from finished or fair. 1 Share this post Link to post
DukeOfDoom Posted February 18, 2019 Okay, I will add more architectural decorations. 0 Share this post Link to post