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About Eonfge

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    Warming Up
  1. I too noticed the horrible FOV and my guess is around 70 - 80. To fix, run the game with: +set com_skipIntroVideo 1 +set g_fov 120 (the skip intro will quickly tell you if the commands are passed through.)
  2. Introduction =================== Hell is upon you all, and you got to kill it. Inspired by WADS like HR, but also as a criticism to the high levels of grind in Slaughter maps, I decided to try something slightly different. This WAD will hopefully keep you at the edge of your seat, fearing for your life and hoping that only quickly enough you can find that one man... Images =================== See our great friends at Imgur for an album with a short description for each. http://imgur.com/a/8iWRU http://imgur.com/a/000nf#0 How To =================== It's Zandronum and (G)ZDoom compatible, meaning that you can just run it. You will have to make sure that both CC4 and the WAD are loaded, which is easiest done by just drag-and-drop on the executable or through Doom Seeker. Release note =================== This is the second release, patching previously reported issues and adding one extra level. Downloads =================== All versions Servers =================== [FR] -->Grandvoid-->Doom 2 - CC4 - One Man Job keep in mind that online versions can take a short while before being updated. Known Bugs v2 =================== None for now, but feel free to give me an update of all bugs you find. Aditional Credits =================== Grandvoid Community Texture Pack 4 Kevin "Eonfge" Degeling kevindegeling.nl
  3. If you are concerned about meeting requirements, you might want to share some screenshots or your latest version so that we can see it. I do feel that 'trying' to get 5 rooms should be an important goal, but if we have to show some lenience for something that's awesome, then so be it.
  4. @ Citadel of Hell * I noticed one weird thing with the roof tiles above the red key. You might want to go through that once more. and make it all one height. You can also get yourself some minor performance improvement here by making the tiny chunks part of the same sector. * Don't forget the coop spawns (and possibly, extra monsters and love)
  5. @ Citadel of Hell * 2 stim packs at the SSG are clipping. * staircase blue switch little choppy (as in, the player falls down it) * Switch at elevator is in quite a large enclove What I really did like was the change at the end, the ending of the map is now a lot more prominent and the combat also has improved with the shotgunners next to it. @5ROOMS-CAVE * Comp2 A8 shows a missing texture when loading into doom builder * shotgun munition too close to starting elevator is floating * lift to exit somewhat unclear * linedef 434 and 439 miss-aligned * exit might be a little to easy to reach, the revenants appear to late. * no secret in the toxin, now you left me searching for nothing with two radiation suits :( I really like the map. on UV it's quite hard, but the flow is nice and the level layout is smart. @map23 * the exit is in no way announced. I would add signs at the blocking pillars so that the player learns quickly where the exit actually is. * sector 336 is a little odd * Secret Sector 308 impossible? * I found reaching secret-sector 194 very hard, as the jump you have to perform is very complex. I would opt to make the jump easier or to make sector 10 gun-activated. That way, players can easier solve a smaller part of the puzzle while still having to perform a tricky jump. * Some weirdly shaped sectors around -500, -1200 that are disconnected from the map. * The yellow key was hard to see. Possibly do it the other way around; the key is beyond player range and must be lowered for the player to pick it up. Overall I really liked it. I find the combat well paced throughout the map although the combat at UV in the beginning is really hard. --- So far I think we're on a good track and I like how some of the maps are shaping up to be.
  6. @ Citadel of Hell * I'm not very sure about the connectivity of the East-side of the map (the one with the elevator). If all feels a little cramped and feels a lot less connected from the rest of the citadel. I also find that the lifts look quite bad. * The exit was quite unclear and could use a bit more 'this-is-the-exit' theme * Lighting throughout the entire map feels rather blend as there is no strong sense of light and dark areas. I will put a lot of extra testing into certain maps and I might actually have some time to get working on a new map. Let me know if you think that a slot comes available because the original guy has gone missing.
  7. He Guys, I know that you are looking for testers, and I'll certainly don't mind helping in that department, but I wish to propose a map on my own: Map's name: Go Mute It Map's inspiration: e2m8 - Tower of Babel from Doom For the map, I will use the original e2m8 setup with a bit of extra flair. It will surprise nobody that there will be one or two Cyberdemons, but there will also be snippets from e2m1, e2m9 and possibly other episode 2 material. I chose for E2 because it's currently not on the list and I figured that the Tower of Babel, a classic in my opinion should not be excluded from a go # it remake. As far as playtesting goes, I would like to play and comment on submissions from others. We're in it together and I would like to keep an eye on the works of others within the same project.
  8. No worries, Real life is a hard mistress, but the love for guns and gore doesn't die. I'll try to get my final version out next weekend. Other then that, give people some time and consider booting people out of the cue. If they have not given any communication in a two months period, they can go.
  9. You can start with mine, but yeah, nice idea, we need a file list!
  10. The entire map can only consists out of 5 identifiable unique rooms (secrets/monster closets not counting.) See the first page with a good description of what is allowed and what isn't. Other then that, Cool if you want to play the levels. Multiple opinions are always useful and I look forward to your comments.
  11. This troubles me. When I run in GZdoom with Boom compatibility strict, I have no such issue. I'm not sure what does it but I am not able to reproduce your error. Thanks for the other comments, I'll definitely look into the other small things. I would like to discuss this with others as well. Point is, my level is map 22, surrounded by slaughter levels. Although I wish to to take a different approach, I am a little unsure on how I should adjust the balance and the increasing difficulty. I'll make the increase in difficulty easier on HMP, although I have no such intent for UV :P
  12. He, nice job. I liked the map and thought it made good use of textures and style. The difficulty is fine and I think it's a nice early map. One secret I honestly found, the other one has remained a secret. I did notice a few poorly aligned textures in the South East on one of the outer rock walls. I did find the whole 2 caco / pinkies combos that spawned a little unsurprising after the second time, so mixing that up with a few other monster combo's might be nice. If you can, please let me know what you think of my map.
  13. He guys, I've got a major update: map22_32.wad (1.1 MB) https://mega.co.nz/#!l9QGSbAR!R9DA_10yzGV5XB2CU8rIh00aZ0kEGIxSBbOcTToxRFg This version of map22 contains practically everything. Lighting, texture aligning and most balance. I hope that all of you can give me feedback on it and if you have any comments or remarks, please let me know.
  14. With the Christmas period, development fell a little back but I'm glad to announce that I am almost done with my map, with mostly just lighting and such to be done.
  15. I like them. It looks interesting and I see how it could fit very well. That sounds like a good idea. If you 'open' the building, it would be more like one room. It would also mean that some of the caverns and tunnels at the edges must bend in or be more exposed, so that the player can always keep eye-contact with most of the room. Mind you, you have a 5 room limit and since the other 3 area's count as 3 rooms, you might want to check this with the Project Coordinator.