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Eonfge

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Everything posted by Eonfge

  1. Eonfge

    Five Rooms of Doom: (32/32) - now on idgames

    Seems interesting so far. I see some comparisons with my own map because it follows the same 5 rooms limit, but it does seem to be an interesting area fight.
  2. Eonfge

    Five Rooms of Doom: (32/32) - now on idgames

    Downloaded and playtested it on Hurt Me Plenty with Zandronum 1.0 Technical: The starting area has a switch which does not raise with the starting area floor, causing a HoM. easily patched by giving it the same tag as the starting area. Gameplay: Reminded me a lot of Chillax, which I didn't like. The start caught me totally by surprise and there is no way to counter or prevent it. This creates a scenario where only a previous humiliation can help you, which I think is very bad for gameplay. Once I died and restarted, I had no particular trouble taking out the hellknights, although it was still a tough fight. After that, found me totally surrounded and outgunned, unable to make any headway in a pistol start. I died 5 times in a row within a minute or two, out of ammo or totally cornered. I have no idea how the map continues further... I saw huge monsterclosets waiting in Doom Builder, full of rows and rows of monstrous, slaughterous, spam fodder. Something that didn't excite me. This also comes down to personal taste, I rather be bagging for ammo and health fighting 3 mancubi, then spamming a BFG until 50 of them die. Anyway, I hope that my humble bug report helps you fix that one naughty sector and good luck with the rest.
  3. Eonfge

    Five Rooms of Doom: (32/32) - now on idgames

    Dear folks, I've known the doom community for quite some time and I have previously made some smaller things, but I never actively participated in a project like this. But I wish to change that, I have experience mapping for many iD games, have done previous design project before and hope that you take my map into account. Baphomet of Trickery Boom Compatible 5-room map work images: http://imgur.com/sypaz,0rmSI,ru9zU The map focuses on a cavern/lava style with some elements of hell thrown in. it features a large main combat area and multiple side paths that all return to the same area. I worked out the entire base layout, triggers and objectives. I have basic monster placement and texturing worked out. For texturing, I've stayed mostly faithful to the original Doom II textures. I design it for singleplayer, but I keep coop in mind and make sure there are certain tricks in the map to account for that. For the next week, I want to add a lot of detail and work on the flow of the map. Some encounters might need some work and I'm also not content with the ending. For the map slot, the map is not incredibly large and with a normal playing style runs for rougly 30 minutes. I would consider 19 or 22, although that would be up to you based on the theme.
  4. I agree on this. Although I knew the game from a early age, I never look much into the themes. Doom to me is the essence of abstract shooters: Military complexes, the tower of Babel and hell is all the same to me. That said, modern maps often do have at least some kind of settings that makes sense in a larger narrative.
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