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Bdubzzz

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Everything posted by Bdubzzz

  1. Bdubzzz

    SlaughterMAX. Now on /idgames!

    So i think this means the map should be in testing/feedback, not ready for max right? Anyway I played the map and it was pretty good for the most part but I do have one suggestion: you might want to change the "fight" after you enter the red door. The cacos/PES teleport in way to slow. Making it easy to skip/leave the area for casual play(and go to the final fight) and bad for maxing the map cause u would probably want to stay in that area before going outside so you dont have to deal with PEs and lost souls all over the place as you're killing pinkies. Also the pinkies outside are kind of bad too.. easy to get through them and then they get stuck at the bridge. Sure a couple of viles come eventually but ya.. this part is again easy to just skip for casual play and for the max.. just kind of waiting around for them to all teleport in. ( first playthrough i didnt know about the secret with the ammo and invul. so i guess u could resupply ammo there and bfg the pinkies then drop down again and get invuln for final fight)
  2. Bdubzzz

    SlaughterMAX. Now on /idgames!

    So this was still very hard to do with the nerfed version... Max of Back And Forth 34:01 https://www.dropbox.com/s/yecjivnuf6b9cix/BnF3401.zip?dl=0 Should be pretty obvious as to when i start playing like crap = start getting nervous and the very last 3 mins is trying to hit the final switch but ya.. hit it eventually lol, in previous versions The cybers get crushed automatically but then there was always a bunch of pains left to clean up ( also was like 1.6k more pains...) So i liked this version a lot more, the player has to hit the switches with rockets flying all over but guess its not to good for a max if u gotta wait for them to be crushed, oh well.
  3. Bdubzzz

    SlaughterMAX. Now on /idgames!

    Ok so here is definitely the final version of my map, still needs a max and maybe no1 will max it but oh well, I tried :) Changelog: -After 6 hours, figured out how to transfer a god damn sky(its a bad looking sky but i don't care at this point lol, at least it worked) (if there is an easy way to tag all sectors with the dog tag icon, tell me cause it didn't seem to work.) -implemented skill 2/3 (skill 2 is harder then UV and not tested well) -UV is easier then it use to be -added a little more detail -Midi: Actraiser Forest Theme -SkyBox: um the file was in a wad called "SkyTexturesPack" I found on google, havnt been able to find the source download again, was some random non doom world forum.... sorry Benjo :p Download Link: https://www.dropbox.com/s/7oyi28g5efc7au7/BackAndForthVfinal.zip?dl=0
  4. Bdubzzz

    SlaughterMAX. Now on /idgames!

    So i have a new version of my map that mostly nerfs 1 fight and adds some health pick ups to another fight or 2..also kind of buffs one part so u cant run out of the lock in as easily..but I dont want to post it yet unless i get a max for it first (could change more if i still cant max it). If you have interest in the new version/maxing it then just message me and ill send it to you.
  5. Bdubzzz

    SlaughterMAX. Now on /idgames!

    Is anyone actually going to try to max this map? Just curious :)
  6. Bdubzzz

    SlaughterMAX. Now on /idgames!

    SlaughterStein in 7:02 https://www.dropbox.com/s/krxc6ck8lml560d/Stein702.zip?dl=0 Well half decent run and some fast strats paid off but this can probably be optimized to 5 mins or less for good players :p
  7. Bdubzzz

    SlaughterMAX. Now on /idgames!

    Yeah actually i was mostly referring to the final area since that was fresh in my head. The rest of the map isn't grindy but after the big area is pretty much clear and u go to each area it seemed like you have to go slow. Theres archvile/rev snipers on platforms or a group of viles that spawn in and force you back etc and i was pretty much ready for the map to be over once the big fight was mostly cleared up :p I believe my issue was on my winning attempt there was viles on the far side resurrecting monsters and I was busy just rocketing down hell knights/revs on the other side. So if you intend the player to have 600 cells going in to the cyber fight maybe add some cell on the platform where all the viles are or yeah shells/rockets for the one bfg fight with viles/chaingunners/hks would be better then nothing since thats where i used all my shells/chaingun ammo to clean up the hell knights/barons.
  8. Bdubzzz

    SlaughterMAX. Now on /idgames!

    CoolStoryBob. I played through your map and well it was fun at times and then other parts just grindy. I really think you should remove the pain sectors from a couple fights, seeing as they are in almost every single fight and it gets annoying stepping on a random pain sector square that's covered up by monster corpses. Also the 2nd to last fight, as in the cyberdemon fight before the final area should have more cells or something to take out the final 5 cybers unless you really expect the player to 2 shot every cyber before those which isnt fun to do if there is 4 of them at once. I only had 100 cells, 45ish rockets, 0 shells, 0 chaingun ammo from the previous area walking in there. Unless I missed ammo somewhere. Awesome map otherwise.
  9. Bdubzzz

    SlaughterMAX. Now on /idgames!

    Hopefully no1 was attempting to max my map cause I noticed today during practicing.. there was some spots in the final fight that PEs were stacked on top of each other (which doesnt matter as far being able to max it but annoying if youre missing 4 monsters at the end and cant find them), so did a quick update to the map (updated the link in my previous post)
  10. Bdubzzz

    SlaughterMAX. Now on /idgames!

    Ok was kind of busy this week but got around to updating my map today.. final version (in theory) that just needs a max now. https://www.dropbox.com/s/p58ohzdu4i7doft/BackandForth.zip?dl=0 Map changes: made some inescapable places.. possible to get out of, removed 100ish cacos from the red room so its less grindy and now most monsters are facing you when u enter the room, changed a couple other fights, most significantly the final fight... fixed an area where monsters could potentially get stuck if u dont kill them because of a floor raising to the ceiling.
  11. Bdubzzz

    SlaughterMAX. Now on /idgames!

    Hmm so I made another map, I think I made the map to hard at first but have changed/nerfed fights before posting it here, I would say this is the testing/feedback stage. Map Name: BacknForth: https://www.dropbox.com/s/c4nzeuuks2m89st/BacknForth.zip?dl=0
  12. Bdubzzz

    SlaughterMAX. Now on /idgames!

    uh try it now, idk why dropbox deleted it lol
  13. Bdubzzz

    SlaughterMAX. Now on /idgames!

    Max of Swiss Cheese Strike in 23:28: https://www.dropbox.com/s/qjhas36i9cg98gp/SCStrike2328.zip?dl=0 I've had way better runs end on the final fight but yeah whatever, at least the map qualifies now ;p
  14. Bdubzzz

    SlaughterMAX. Now on /idgames!

    Update to my Swiss Cheese Strike map: https://www.dropbox.com/s/ovea03gtgvfia32/SCStrike.zip?dl=0 Changes: -2nd fight changed to release the revs after a time so u can clean them up faster, although just kind of turns in to circle strafing then so don't know if its actually better, meh. Also the couple mancs on the stairs were swapped out for viles to make it a little more interesting... -Inescapable pits are now possible to escape from :p -Detailing added to red key area, the fight it self is the same. -you now get the bfg right away when entering the red key teleporter for better blind play -monster block lines added to cyber platforms in blue key area. -final fight now has more viles spawn in once the hell knights/barons show up but just 1 per area instead of 2, i tested it with 2 spawning in and it felt to cheap at times even with all the health pick ups etc, also dont want to make the final fight to overkill for any1 attempting to max the map Most of these changes were due to the feedback from @Ancalagon (thanks for playing) but pending any big complaints.. I would say this is the final final version, also Ill probably get a max for the map some time within the next few days Edit: Midi- Final Fantasy/Chrono Trigger/Secret of Mana medley
  15. Bdubzzz

    SlaughterMAX. Now on /idgames!

    Hmm So I made this map like 2 weeks ago at this point but I've been to lazy to Max it..figured I should post it in case someone else wants to lol but if not ill get around to it before the end of the year :p Oh.. the Map name is Swiss Cheese Strike Map Download: https://www.dropbox.com/s/hufyt9fv7kawkf0/SCStrike.wad?dl=0 Screenshot:
  16. So Im making a slaughter map in Boom format and for some reason in the final encounter the monsters in the closets have started to turn in to ghosts and walk through the walls and aimlessly walk around the unknown section of the map. Not only that but I tried to change something else in the map and it didnt work at all. ( I moved a switch to an easier place to get to and now the switch wont work Unless its in its old location..) So in other words If i try to do anything more to the map, it doesnt work. Right now in the current working version theres 33.7k linedefs, 47.1k sidedefs, 9.7k sectors, 4.7k things..so Im wondering if there is to much shit, it just breaks? Is there a limit on the map ?
  17. Not sure what was causing it but I just deleted the monsters/fight and started a similar one that seems to be working fine so far, but yeah something must of been causing a memory overflow.
  18. Hmm nope, The monsters in the closets start out as ghost monsters as in they can just walk through the walls. Never seen anything like it lol
  19. Bdubzzz

    SlaughterMAX. Now on /idgames!

    lol I was actually going to suggest to move the mega cause it was impossible to get to (well pretty much..) I ended up just luring the revs to one side, and then running by them on the other side and hoping that the cyber wouldnt shoot my 50% health down to 0%
  20. Bdubzzz

    SlaughterMAX. Now on /idgames!

    Hmm should just be the standard iwad doom 2 textures unless it got screwed up somehow.. was it not showing up with gzdoom? ( only tested the map in boom) Originally it had new Gothic movement 2 textures (was going to make my own wad) and I retextured it for this project so maybe that somehow screwed it up?
  21. Bdubzzz

    SlaughterMAX. Now on /idgames!

    Ok here is my map Blood and Stones...its the 2nd map I have ever finished so in terms of detailing and level design its not the best but oh well :) The folder includes the max demo (34:17) Easily improvable time by 10 mins or so.. Im not a speed runner :p and I couldn't get to the ammo during the cyberdemon choke fight so that took a lot longer then it should have.. Anyway here is the download: https://www.mediafire.com/?fshdr30xd4blye1 Midi: Banjo Tooie - Atlantis Theme
  22. The Journey - A MegaWad I played recently off of some1s recommended list and it turned out to be pretty good I thought. A few annoying levels though and I think one slaughter map.. its on the easier/medium difficulty side
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