SuaveSteve

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About SuaveSteve

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  1. I recently tried out Freedoom (0.11.3) and noticed a map I was working on was significantly more difficult in dark areas, and that's with truecolour! The revenant replacement is very dark compared to the original, so in maps where the author was counting on its white and red shades giving contrast, yours blends in to just about be invisible. The archvile replacement is just harder to see, period.
  2. Cool. Thanks for the feedback and demo.
  3. IWAD: Ultimate Doom Map: E2M8 Tested on: Chocolate Doom 2.2.1, PrBoom+ 2.5.1.4, GZDoom g3.1.0 Known Issues: Some slime trails in Chocolate Doom. Some walls shake in PrBoom, seems to be from the very thin sectors. Music: Black Sabbath - Heaven And Hell; couldn't find author of MIDI rendition. Difficulties: HMP and UV. I played around with this on and off for months, initially imposing the limit of vanilla Ultimate Doom to ensure I got the basics down. I do not think I stuck to the spirit of Ultimate as I over detailed many areas, but this map really was just me throwing things at a wall and seeing what sticks. There was suppose to be a general idea or flow, but I'm not sure how well I stuck to it. Jumping not needed but should not break map if used. Freelook is fine used or not. It's shortish map, so excuse there only being three screenies. Criticisms are welcome. stevemap_01.zip