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THEME-GAWAD: A Doom II Megawad
eLeR Creative replied to Ofisil's topic in WAD Releases & Development
I understand that some players may be confused at this point because logic dictates that the button at the very end of this sublocation opens the passage beyond the bridge. However, I used backtracking here to lead to additional encounters with monsters. The whole purpose of this approach was to extend the gameplay on a limited map. -
THEME-GAWAD: A Doom II Megawad
eLeR Creative replied to Ofisil's topic in WAD Releases & Development
I don't understand why you think this is undesirable. The map is co-op friendly. If you die behind the collapsed bars, you will be able to return there after respawning. As for the button on the rocky ledge, it also serves to open the grates to get out of this ambush. We need to find the red key in this sublocation. When you return to the open area by the river, there is a cave where you use the key and then find a button that opens the passage beyond the bridge. The pattern of moving through subsequent sublocations is very similar. -
Yes, at least one more map is planned to be released. Work on it is advanced.
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Hello, thank you for playing my map and pointing out the errors. As for the non-running script, unfortunately I can't reproduce this situation. When I play the script works fine on both GZ Doom 4.10 and older versions. For now, I treat it as an anomaly. As for the other visual bugs, of course I fixed them and they will be included in the next release.
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Thank you very much for your feedback. It gives me motivation to continue working on this mappak.
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Hello everyone. I just shared the latest version of my map in the first post. Feel free to play.
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Hi, I tested my map as already part of megawad. Unfortunately, the skybox of the city does not match the scenery in many places. Mainly, it's places with a hellish teleport and holes in the walls where it was supposed to imitate the penetration of the hellish domain. Can you put a scrolling SKINFACE texture instead?
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Winter's Fury - 10th Anniversary Update
eLeR Creative replied to Pieruskwurje's topic in WAD Releases & Development
Where is my dub? sulk... ;) Seriously, brilliant mappak, I'd love to play the refreshed version. -
"Shadows Among Rocks"
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@Demonic Meatball Thank you for the next tests. - Weird. I've never had a problem like this when testing the platform in sector 2765. I expanded this sector a bit, giving the monsters more living space. - I added the ordynary sign "EXIT" - I made a few corrections to the bugs that I caught. - Some cosmetic fixes. MAP15testv5.zip
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And another version with corrections. - I changed the grating on the bridges according to @DFF directions. - I corrected the corridor with the first secret, - Some cosmetic fixes, - I found and fixed some bugs, - I added a teleport, for those who will want to get to the beginning of the river bed. - When it comes to replacing Skyboxes, I refrained from doing so. MAP15testv4.zip
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I think that the skybox will be changed because the city theme does not fit the canyon at all, which doomed it to a visual failure. But if it is necessary, I will correct it. As for a narrow corridor, I did it a bit specifically to resemble squeezing through a tight crack in the rock. But if it's taken badly, I'll fix it too. I don't think the map you uploaded has brought anything new.
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And another version with amendments. Among other things, I fixed the bug with thing 273 and the blue door. If there are no new bugs indicated by the testers, it can be considered the final version. MAP15testv3.zip
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@xScavengerWolfx Ad.1 In fact, I'm sorry that I put two maps into one WAD. I've already deleted the wrong one. Ad.2 All HOMs on the map removed (or at least those that I managed to catch) Ad.3 Corrected. The entrance at the bottom of the river bed is now visible from above and well accentuated architecturally. Ad.4 I added signs in the form of poles with a red / blue / yellow skull to facilitate orientation. Ad.5 I tried to make every secret possible to trace through various types of clues. Ad.6 In the section of the blue and yellow key, I added an additional staircase to be able to get out of the bottom of the river. @Demonic Meatball Ad.1 I've already deleted the wrong map. Ad.2A Thank you for catching this location error. I admit I added the plasmarifle at the end and I didn't think it would break the blue key zone. I have now blocked access to the outside of the canyon. Ad.2B I corrected it. Ad.3 I corrected it. In addition, I extended this room because it was ugly and primitive. Ad.4 I did not move this tree but I improved its arrangement in relation to the wall. The tree is perpendicular to the wall. I corrected other trees in a similar location. They shouldn't get you stuck now. Ad.5 I deleted the indicated HOM's and a few others that I caught myself. Ad.6 I corrected all door tracks. @DFF Ad.1 Chaingunner now has more freedom. Ad.2 Fire portals are now touching the wall. Ad.3 It seems to me that this anomaly has been fixed and it is now possible to walk freely through the corridor. Let me know if this still shows up somewhere. Ad.4 All HOMs In this area removed. I added a few first aid kits and ammo. Ad.5 I do not understand too much how to improve this grating on the bridge. Can you explain more or provide an example? Ad.6 I added some ammunition in this area and the areas prior to entering this area. Ad.7 The button that opens the secret is an anomaly in the sequence of all the reliefs in the corridor. In addition, now I slightly increased the illumination of the sector, but that's enough. It's a secret, after all. I am not going to put up a neon cowboy pointing his thumb at the entrance ;P Ad.8 All HOMs In this area removed. Ad.9 I corrected the closing and opening of the gate to the corridor with fire portals. Now activating the bars is a one-time operation. Ad.10 I thought about it and actually opening the gates in secret with the switch beforehand is pointless. In addition, the location is wrong. I removed it. Ad.11 I think I fixed this visual bug when going out to the terrace from the cave with the blue key. Correct me if it's still there. Ad.12 Similar to the previous point. Ad.13 Teleport destination corrected. Ad.14 When it comes to aligning textures on the wall, it has been improved, although I still have to do some work in many places. Ad.15 I corrected badly applied textures. Ad.16 I repaired the bars on the bridge. Textures display correctly. Ad.17 I changed the Imp's location but I must honestly admit that I did not verify if it changed something (I ran out of time). Ad.18 As I wrote earlier, I added stairs in the river bed. Ad.18 I significantly extended the distance between the bars and the activation line. I have not tested whether it is possible to cheese now. Ad.19 I added more ammo in the yellow key area. Ad.20 I admit, maliciously locating demons is my domain. Some players praise it, others criticize it. So far, you are the first to criticize this. If there is an overwhelming number of opinions similar to yours, I will consider changing the location of these demons. Ad.21 In the arena with the yellow key I added a lot of decorations that should make orientation easier. Ad.22 Corrected. Ad.23 Corrected. Referring to the general remarks I believe that now the map under the start pistol meets the absolute minimum, although it was not required. @Ofisil wasn't there? As for the gradation of difficulty, I haven't implemented it yet. I think @Ofisil wanted the map to be designed under UV only. Correct me if I'm wrong. Of course, no problem for me to add less difficulty levels.
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I put on the quickly revised version of the map, taking into account all your comments. I will add a detailed list of changes later, because I have little time now and writing in English hurts me ;P MAP15testv2.zip