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Chloroxite

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Posts posted by Chloroxite


  1. 33 minutes ago, Pure Hellspawn said:

    i had the Map31 key issue, does the small door with the red skull require the blue key or red?

    It's supposed to require a red key, and then it takes you to an encounter that then gives you the blue key, but it is bugged, so the only way forward is to type "give blueskull". Just pretend you don't have it until you get it proper.

     


  2. I don't know if I am just bad but... 

    https://prnt.sc/lu8lb4

     

    This encounter can go commit die. It's mainly hurt by the astral cacos, which may I add, are probably the most ridiculously overpowered enemy I have seen. Sure, in open spaces they may seem fine, but if you get too close they can one shot you, even from a solid 100 health 100 armor. Personally, I think they could probably use a nerf. They shouldn't just be able to leap out in front of you and one shot you from full health, it feels really really cheap. It doesn't help that most of the time I see them, it's in a closed space where I have no room to dodge their projectiles. (I am sure that's the point, but that doesn't change the fact that it just feels cheap.)

     

    The entire WAD up until this point? Some of the best shit ever. The music is great, the maps look beautiful. The gameplay is generally fantastic (minus that arena fight, which made me super angry). I'm happy I took time to play this, it's been fun so far.


  3. Well in any case, thanks for all the feedback. I am honestly happy just to have this thing get noticed, so to receive relatively positive feedback for this being my first map has really made me happy, and excited to try and make more maps in the future. Will look into the issues soon enough, and release an updated version.

    Another question though: What was with the link? I noticed it was doing that too but didn't know what was causing it.


  4. The enemies being close to spawn was meant to push the player into a "SHIT RUN" state. It caused more problems though that I am not sure how to solve while retaining that feeling of "fuck I need to run"

     

    As far as ammo goes, I kept trying to add more ammo but it never seems to be enough :/

     

    And yeah I will admit the archviles definitely are a bit grindy, but I wasn't sure how to change that to make it better.

     

    Regardless I am glad you did enjoy it, and I appreciate the feedback!


  5. I have always had my eyes on mapping for Doom, and recently I finally decided to give it a shot. This is the fruit of my labor: Hell's Cathedral.
    This was originally going to be a small mapset similar to the WAD Disjunction in that it featured a few maps of varying theme. I did this as I figured working with different themes would give me opportunity to get good at mapping. However, disaster struck not too long into development in map 2, when over-ambition (attempting to work with new textures and flats and such) caused my map to become unplayable in Prboom, I sent it off to my friend for him to check it out and he found a lot of errors that could potentially be hard to fix, and in fact my friend noted that the map boiled down to boring boxes and hallways. I took a good step back, and realized he was right. In light of this, I decided to scrap the project, release the map that did get finished out to the public, and re-evaluate my next projects.

    But enough backstory, here's the map!

     

    https://www.dropbox.com/s/hbhhueuwy5ba6xy/HC.zip?dl=0

     

    And some screenshots!

    Screenshot_Doom_20180718_175245.png.ea64a90eea7976745b81b3443874ad19.pngScreenshot_Doom_20180718_175225.png.04201478ef0b2c8fa329253a5796b266.png

     

    The map is built to run in Prboom (specifically Complevel 9), meaning you can run it in practically whatever source port you want so long as it's not below Prboom.
    Credits for added midi and skybox provided in the zip file above.
    I hope you enjoy, and I am accepting any constructive criticism and mapping advice you have.  :D
    The map is built for UV Difficulty, and you probably wont see much change if you lower the difficulty passed the first half of the map

     

    UPDATE!

    I have addressed some of the issues that you people stated, such as the rocket shortage and the bugged start teleport. Hopefully that second one is fixed now. Thanks for all the feedback!

     

     


  6. I recently stumbled upon this game, and tried it. I love it. It isn't perfect, for one it is a bit hard to tell what is going on. However, judging from these latest screenshots, that demo is extremely outdated now. I hope development is still going forward, I would totally play this when it comes out.

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