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About bemused

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  1. im pretty lazy wrt lower difficulty implementation so you are more than welcome to ruin my maps with lots of viles on lower difficulties :)
  2. Apologies for double post, but after faceplanting the secret fight in 04 for far too long i felt it had to have some sort of edit.. so i threw down some more health and ammo and some popup cover which all becomes available when the wave of viles arrives. Sent off the update to idgames so the link in OP is the updated version. Many thanks for all who played and gave feedback, especially @Bloodite Krypto for pointing out that fight was complete BS :D
  3. Sunder- 10 Sunlust- 9 Italo Doom- 8 Scythe 2- 7 Holy Hell- 6 Speed Of Doom- 5 Stardate20X7- 4 Stardate20X6- 3 Slaughterfest2012- 2 Deus Vult 2- 1
  4. oh :P umm... i dont think im gonna be trying to sort discrepancies with zdoom midi issues tbh, it wasnt tested in zdoom at all because i assumed zdoom wouldnt play the maps at a tolerable framerate so i just kinda accepted any zdoom issues wouldnt be a major cause for concern and id leave them as they stood :) The window, i specifically left it empty because i didnt want people going "eurgh copy paste detailing, what a noob!" so i drew out the 2nd one different intentionally.. You just cant win these days :D Many thanks for the feedback though :)
  5. finally release a long standing slaughtermapping project find a happy medium between being teetotal and getting smashed every day buy another mazda RX7 buy another house spend more time with my kids try to appreciate maps that dont include any slaughter style difficulty Probably gonna fulfil about 2 of these goals if im lucky
  6. Can we just all agree to let this thread go pls, its a sacred place. Every time i come online i get a twang of excitement, only to have my hopes shattered, trampled on, and spat on. Im not sure how much more of this i can take :(
  7. imo it definitely plays a lot differently, certainly doesnt feel like the same map revisited.... but thats just my subjective opinion. I havent played one after the other though so cant really comment on it from that standpoint
  8. Been away from DW for a short while so missed these posts... The cyber love shack in 04 was indeed changed prior to release, its now only the one cyber and shouldnt pose too much of a threat. Having the 2 point blank in the players face simultaneously felt a touch rude when it was that far into a fairly long map, even if the whole thing could be nullified with standing on the TP spot ;) Also removed a couple of cybs from the gauntlet at the western end of that outdoor area, the ones low down on the steps felt like a bit of overkill, and that bit plays much the same with 3 removed from the lower steps. The secret fight vile rush wasnt changed.. im aware that kinda makes it a foreknowledge required fight to save cells before they arrive.. but as its a secret fight i didnt actually get much feedback on it because everyone who gave feedback before release completely missed it, so it went off to idgames as it stood :)
  9. Thanks again everyone, made a few small changes and its now up on idgames. link updated in OP :)
  10. Cant believe nobody has mentioned barons yet.. mainly when you get a double/triple/multi kill on them with bfg and you get to hear a stereo chorus of death. The sound they make as they turn inside out is one of the best sound effects in doom.
  11. looks like an unclosed sector to me, but posting the wad itself may prompt some more experienced mappers to check it and see whats really happening instead of guessing from a screenshot :)
  12. Thanks for showing interest! :D @Bloodite Krypto, the strat i used was to spam rockets at the enemies at the top til the first pinkies reach you, then go down and hide amongst them at the bottom spamming plasma (taking care to sit in the pinkies and avoid the imp scratches).. Then once your plasma is almost gone, returning back up the stairs to grab more cells and a soulsphere if needed.. hit the switch at the top, then escape from the bottom. A lot seems to depend on when the cyb arrives.. If it TPs in early then life is generally made a lot easier as it distracts the revs/mancs a lot more effectively allowing you to slip thru the gaps :) With that said, RC2 is in updated OP, had to tweak a few little niggles, added a block line and removed some pointless PEs from map02, added a vile to 03, and a green armour to 04. Thanks again for anyone who has taken time to download and try these maps out, much appreciated!
  13. Seasons greetings, doomworld! So ive been sitting on some maps i have made over the last year or so, with no project to put them towards and no real motivation to make any more for the moment, instead of having them sat frozen on my HDD for the rest of time i figured i should just post them up here and await the (inevitably bad) feedback! :) 4 slaughter maps of varying difficulty and length, runs with doom2... all designed for pistol starts, tested exclusively in pr/glboom+. Some may be a little rough, in all honesty i havent even looked at them properly in a while so there may be a couple of fights which require tweaking/tuning, hopefully no egregious map-breaking bugs though. GL rendering is recommended, as software rendering doesnt like some of the maps too much. Midi for 01 is made by benjogami, 02 is from duke3d iirc, 03 is from e1m5, and 04 i have no idea :P Special thanks to Loveless, Benjogami, Killer5, Grain of Salt, RjY and anyone else ive forgotten to mention! Download: Screenshots :
  14. So... had a quick look, its a map in slot 02, made for gzdoom as there are wall textures used as flats. Its a collection of kinda square-ish rooms... There is a six key door and there arent 6 keys on the map, theres no exit to the map, sector 13 isnt closed, which has made a void wall on linedef 83. The door to the room with pinkies that houses the red key isnt fully closed. The cyberdemon is stuck in the wall, and there are some unknown things in the room with the cyberdemon. Not sure what else to say tbh.
  15. haha i really hadnt thought of people just gliding out anyway and letting the map kill itself, had to cook up a v2 where i spin the orientation round so the glide path is behind the monsters.. added a blocking bar to the glide path which is lowered by a 2 switch system too. Also made a quick max which is included in zip file