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TheV1perK1ller

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Everything posted by TheV1perK1ller

  1. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    @Gerardo194 I am sure that the 'e' being changed to an 'a' was an honest oversight. To be fair, I would have most likely spelt it that way too, if I was going off from memory.
  2. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    @Horus I am sure that I speak for everyone when I say how appreciative we are of your playthroughs and your concise feedback for each level. Thank you very much for that.
  3. There will be an idgames release once co-operative starts and bug fixes have been implemented. I have played the WAD myself, and it is completable from start to finish. Regarding the update, it may not be for a while as we are currently focused on mapping for the second set. Watch this space, though.
  4. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    Another minor update for my entry. DaybreakStation_v1.5.zip Changelog found under spoiler.
  5. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    Thank you for the feedback! The higher difficulties include quite a few additional enemies, and it can be easy for the player to become trapped between a rock and a hard place if they are not too careful. The automap hints came about for the exact reason you specified; they are difficult to locate. I guess in a roundabout way, the mechanic was inspired by the newer Doom games. :)
  6. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    I am pretty sure that the second Pcorf community project (2048 Unleashed) had accomplished the exact same thing (that WAD also had 49 maps). I reckon it would be a viable option here as well.
  7. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    Hopefully, this will be the final update for my map, unless there is some late minute feedback. I mainly needed to further balance out the easy and medium difficulty settings, though I also added a few more barrels and some minor detailing fixes to go along with it. tvpk_map_v1.4.zip
  8. TheV1perK1ller

    The Modest Mapping Challenge 2

    Awesome sounding project! I'm interested to see the end result. Best of luck to everyone! I was wondering if I could please take the MAP22 slot?
  9. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    This should hopefully be the last update I will post. Again, this was tested with PrBoom 2.5.1.4 and ZDoom 2.8.1 - TVPKmap_v1.3.zip I included a readme in this zip, just outlining some general information about the level, in case it is needed (still new to the community scene). Changes between 1.2 and 1.3 is as follows;
  10. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    Great! All of the rules are in the OP, in case you haven't read them already. :)
  11. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    @Gerardo194 Of course!
  12. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    I apologise for the repetitive posts. One more small update: DaybreakStation_v1.2.zip Sky transfers are now present, as opposed to the previous use of RSKY1. Altered offending clipped mid-textures so they no longer do so. Increased sector brightness to three sectors, notably outside. Added an additional green armour in the yellow key room. I made sure to playtest in ZDoom this time around.
  13. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    I have only just started playtesting other people's maps. Indeed, they are quite impressive! I will post my reviews when I can. @sajbear666 Amazing map! The titular blood sea makes for a stunning backdrop, and the wooden theme works very well. I had no issues in the ammunition department, and the monster placement works great, too. What I do dig about this level is the constant fear of falling into the blood. Whilst I only played on the UV difficulty, I did encounter a couple of monster placement issues in PrBoom 2.5.1.4. Two Cacodemons appear to be stuck due south-west and south-east of the Super Shotgun. It appears that hanging decorations are impeding their movements. A Hell Knight and Baron are locked together in the western-most room. A Hell Knight and Lost Soul are joined in the southern exit maze room, in the north-west. Again, I had a very good time with this map. Excellent stuff! @DavidN Another amazing map, done in a very short amount of time! The 'Knee-Deep' thematic was definitely evident in terms of layout and design; interconnectivity is always something I love, but is never something I could probably design myself. :P The addition of the new textures were also put to great use, and looks effective all throughout the map. While I restricted to the Shotgun for a time, I didn't mind. Opposition wasn't too tough, with ammo and health being plentiful. Admittedly, I did not manage to locate the means to access the Rocket Launcher secret. :P In terms of improvements, I would say that none are necessary - very solid work! :D
  14. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    Updated version of my map. DaybreakStation_V1.1.zip I remedied the issues that NoobGamer kindly pointed out in the initial version to the best of my ability. Additionally, the update adds difficulty levels, as well as additional monsters and weapons to multiplayer. A changelog is included in the zip that gives a more detailed description on what has been, well, changed. I neglected to mention before that the map was tested using PrBoom 2.5.1.4 and GZDoom 4.1.3 with no issues. Compared to v1.0, this should play relatively smoother (though still somewhat challenging). A V1.2 may be necessary, but I'll see what others think. Enjoy!
  15. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    @TheNoob_Gamer Thank you for the concise and informative feedback! I was indeed concerned about the placement of the SSG, but I will move it to a better location in the next update (or simply add another one somewhere), and relocate the 'zerk pack. I will relocate / remove / add barrels to better positions. You raised a good point about them being more than useless near the Manc's and Arac's. The Cyberdemon battle was an iffy one to design, and I was in two minds about whether or not it would be more effective to have it remain stationary. The teleporting Demons and Revenants were an afterthought (and a good suggestion by Obsidian whilst I was showing him my progress) as a means to distract the player. I'll remove the monster blocking lines, and adjust the fight accordingly. All of these, plus some detailings, ammo alterations and difficulty implementation should be covered in v1.1 soon. Thank you again, this will help greatly.
  16. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    I figured it might be time to release the first beta of my submission to the project. I present, 'Daybreak Station'! I say 'beta', in that I haven't fully accommodated difficulty settings below Ultra-Violence yet, nor for four-player co-op (though player starts have been implemented). Texturing will also need to be finalised. All of those will be done in the next version, which will be done very soon. Music used is 'Midnight Strike', by James Paddock (from the Pcorf Community Project). Be warned that the level can be quite brutal on a UV Pistol-Start. Please keep in mind too that I am still a novice mapper, so this is far from perfect. Still, I hope the level is at least enjoyable. Any feedback is appreciated and welcome. Screenies aren't provided as my best ones are already posted. DaybreakStation_V1.1.zip
  17. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    @Scorpius Not a silly question at all. All maps do indeed have to be designed under the 'Boom' format.
  18. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    My mapping design is (finally) nearing its completion. I only need to make some additional texturing and populate / alter the map with more monsters and items. I have to say that I have a newfound respect for mappers who can pump out levels in such a short amount of time! This feels like it's taking me forever! At least then I can safely say I have completed my first map! I just hope it holds up amongst the amazing ones already seen. I will try to release the first version in the coming days.
  19. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    They can be included as long as they fit with the custom texture aesthetic.
  20. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    A couple more screenshots. Still a long way to go, however...
  21. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    I daresay I probably won't be able to submit my map until the later half into the month. My perfectionism gets the better of me and I spend way too much time making sure detailing is optimal, in addition to getting them aligned. Rest assured though that it is coming along, just very slowly. Will provide more screenshots in due time. From what I have seen so far, those who have provided pictures of their maps so far have done a fantastic job!
  22. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    I have to say, I am quite enjoying this challenge. I have not undertaken a map design with a restriction like this before, so I find this to be great in improving my mapping skills. Here is a screenshot on what I have done so far, though texturing is far from finalised. So far, I have used only 8 sectors in total, but we will see how things turn out... hopefully I can submit my first ever contribution to a community project!
  23. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    @The_SloVinator I'm fairly certain that custom music is allowed. Regarding texture usage, you start a new map, and import May20res.wad as a resource. The compiled map pack will then have the texture pack contained within it (at least I think that's how it works). You don't have to remove, or alter, any textures. Someone please correct me if I am wrong.
  24. TheV1perK1ller

    MAYhem series demos [-complevel 9]

    I am half expecting him to shortly come up with an even better time, lol.
  25. TheV1perK1ller

    MAYhem: 2020 Edition - On Idgames!

    I would be happy to join, if that is still possible.
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