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Obsidian

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About Obsidian

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    *Shrugs*

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  1. Annnnd time's up! 15 minutes for testing and then submit your maps!
  2. IT BEGINS Your theme is to use monsters no weaker than a Cacodemon. BEGIN!
  3. 15 MINUTES FOR RESOURCE GATHERING STARTS NOW!
  4. Obsidian

    Doomworld Omega Project 2018

    Must've been some difference in compiling. My map was made for and tested in the last version of ZDoom, so I'm guessing a lot more has changed since I last checked.
  5. Twelve hours! Here's a 24-hour link to the ASScord.
  6. Obsidian

    Doomworld Omega Project 2018

    ...erm, my map doesn't have its textures, or at least a good portion of them.
  7. Obsidian

    Doomworld Omega Project 2018

    Oh yeah, shit, I forgot to post the update. Sorry!
  8. THE LIST OF TEN APPROACHETH 1. 10 sectors 2. Liberal usage of the Icon textures. 3. Emphasis on Berserk combat 4. No enemies weaker than a Cacodemon (Revenants and Pain Elementals are allowed) 5. Perpetual lowering and raising floors 6. Liberal usage of the curve tool or curved linedefs 7. Inventive usage of extreme sector heights 8. 1 monster - use a single monster and make it threatening 9. Invulnerability sphere usage 10. All six keys used in the map Also @Dragonfly, Jimmy will indeed be hosting the second session. It'll be slightly later than 12 hours, but hopefully that doesn't impact your plans too much.
  9. Obsidian

    Doomworld Omega Project 2018

    Regarding compiling and the like, would it be alright if I uploaded an updated version of my submission? For the most part it's just a balance update that makes the map a little more fair. If not then I'll likely release the updated version standalone further down the track.
  10. Obsidian

    It's Coming

    The takeaway from this is that Shaikoten is a wizard and has some good fucking tobacco.
  11. I can pass them on to you if you like, with @Mechadon's permission of course.
  12. Nah, the ending's supposed to be like that: if I let the player go into the stock maps it'd look kinda weird.
  13. Hey there! First off, cheers for giving Maskim Xul a shot. :) Regarding that first area: that part of the map has you searching for a way to raise bars in front of a switch that allows you to escape. Going through that area raises half of the bars and there's a platforming bit close by that raises the other half. Keep looking around that area. As for the secret area, it is both possible to beat without cheating and escapable (I...think that's a word?). Check for a hidden switch: the switch also serves to lower the Megaspheres, which serve as extra ammunition to clear out the room of any stragglers. Hopefully this helps! I will admit that this map isn't the most intuitive of maps to traverse, eheh.
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