Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

eLeR Creative

Members
  • Content count

    16
  • Joined

  • Last visited

About eLeR Creative

  • Rank
    Warming Up

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. eLeR Creative

    Get Out Of The Dark

    I am sending the continuation of the above recording.
  2. eLeR Creative

    Get Out Of The Dark

    Thank you for playing and opinion. This is the last version so much interfering with this level. If there are any subsequent versions, it will only fix the errors reported by the players. I already have an idea for a new level.
  3. eLeR Creative

    Get Out Of The Dark

    New version 1.3.7: http://www.mediafire.com/file/txzxbhc0t29ku32/GetOutOfTheDarkV1.3.7.zip/file Patch notes: texture alignment improvements; two new secret places have been added; a number of optimizations were made regarding the placement of ammunition, first aid kits, armor, weapons, etc. (mainly by increasing the amount available on the map); optimization has been made for meetings with demons: In external areas, enemies appear only after entering a given subregion. The enemies appear on the tower of revenants only after approaching this area. Hidden opponents visible in external areas from behind prison bars; Several imps and one demon were added in prison; Mancubus was added to the outer area in the red key zone; In an ambush with a super shootgun, the demons were replaced in the red key zone as king of hells and two chaingunners; Changed arrangement chaingunners in the tower with a red key; In the temple of evil imps were placed instead of lost souls; Cyberdemon in the final sublocation is available on all skill levels; In the final sublocation, instead of imp'es, revenants and chaingunners were put in, and cacodemons and barons of hell were added. A number of markings for individual key zones have been added to facilitate orientation in the level. Prison bars opened with a lever using a yellow key were marked; Wall textures have been changed in the red key zone to help locate the secret passage; Columns with a yellow skull were added in the outer area of the yellow key; At the elevator to the technical room in the zone of the yellow key was added a pole with a yellow skull; In the tower located in the zone of the yellow key, the elevator was added a pole with a yellow skull and the elevator area was illuminated; A pole with a blue skull was added in the isthmus by the waterfalls; At the entrances to the outer area of the red key zone, columns with a red skull were added; A pole with a red skull was added to the revenat tower on the path leading to the center; At teleport leading to the tower with the red key, the posts with the red skull were added; The entrance to the prison has been improved from the side of the area of the outer zone of the red key.
  4. eLeR Creative

    Books And Blue

    The commentary is in the form of Youtube EN and PL subtitles.
  5. eLeR Creative

    I'm Also Looking to Play and Record Your Maps

    It's not like that. I do not want to convince everyone to my arguments. I wanted to explain why I did it. I value your opinion and other players very much. I already know that a restrictive amount of ammunition / first aid kits, etc. is not a good idea for designing a good (difficult / demanding) map. I will keep this in mind when designing new levels and I will probably make a rebalance in "Get out of the dark".
  6. eLeR Creative

    I'm Also Looking to Play and Record Your Maps

    @HAK3180 Thanks for your time and opinion. I can not quite agree with you regarding the placement of ammunition on the map (its small amount). This is not a mistake in designing only thoughtful action. • First, you chose UV, and I designed this level of difficulty to make it really demanding - among other things, by the scant (but not insufficient) amount of ammunition. • Secondly you play in a very aggressive way. In military terminology, they call it the reconnaissance by fighting :) As I watched your game, you often skipped ammunition, first aid kits, etc. (In summary, you collected about 50% of things) In the description I indicated that the map layout enforces a careful fight so you were theoretically warned. As for the beginning of the game, I will first outline the outline of the story in the map description. „In the prison, where we have been closed, there is an earthquake. The hell's domain has begun to penetrate into our world. From the portals began to go out demons who have slaughtered personnel and prisoners. Blood and fire everywhere. Using the confusion, we killed the guard and try to escape from here, before darkness swallows us.” As you can see, the first sublocation is going to staged an escape from a prison possessed by demons. Scarce quantities of ammunition (prison is not an arsenal) dark rooms, demons coming out of nowhere were to introduce the player in the right climate and enforce appropriate feelings / behavior: fear, powerlessness, the need to get out of this place as soon as possible. The most important thing is to escape from this damned place, not kill every enemy you encounter. Once again thank you for your opinion.
  7. eLeR Creative

    I'm Also Looking to Play and Record Your Maps

    @HAK3180 Would you like to play this: Opinions and comments are welcome.
  8. eLeR Creative

    Give me your WADs - I WILL PLAY AND RECORD THEM.

    Thanks for the solution for my map. I'm glad that the game has provided you with a lot of entertainment. It just so happens that Ceberdemon occurs only on the level of "Ultra-Violence" skill. I wanted to reduce the level of difficulty but I probably exaggerated the other way.
  9. eLeR Creative

    Get Out Of The Dark

  10. eLeR Creative

    Give me your WADs - I WILL PLAY AND RECORD THEM.

    @Austinado Would you like to play this: Opinions and comments are welcome.
  11. eLeR Creative

    Get Out Of The Dark

    Thank you for your feedback and videos. Thanks to them I made many changes and corrections in my level. In the first post, I provide a detailed description of the new version, a download link and a promotional video. I encourage you to play and give feedback.
  12. eLeR Creative

    Get Out Of The Dark

    Thank you for showing the errors and shortcomings of the gameplay. I have already fixed the error regarding crashed in PrBoom + Currently, I optimize the gameplay and fine-tune the grading of game difficulty. A new version of the map will be published soon. I would like to add that version 1.2 is not playable in Vanilla Doom due to a "Visplane Overflow" error. That's why I leave version 1.0 to download.
  13. eLeR Creative

    Get Out Of The Dark

    Thank you for constructive criticism. So far I have been testing the game myself and some things I could have overlooked, for example scaling difficulties.
  14. eLeR Creative

    Get Out Of The Dark

    I post update 1.2 The list of changes below: - New decorations have been added (stalagmites in the zone of red, blue and yellow key). - A new secret - New texture (rock with creepers) - A more realistic Mancubus cave in the yellow key zone (jagged shapes and shading). - A more realistic Arachnotron cave in the yellow key zone (jagged shapes and shading). - A more realistic Arachnotron island in the yellow key zone (jagged shapes and decorations). - A more realistic Cacodemon cave in the yellow key zone (jagged shapes and shading). - A more realistic Cacodemon cave in the blue key zone (jagged shapes and shading). - Irregular shore at the bloody waterfall. - Fix "slime trail" bug at the bloody waterfall. - The barriers over the water in the zone of yellow and blue key have been lowered. Download link: http://www.mediafire.com/file/ztk7e7nbanuo99r/GetOutOfTheDarkV1.2.zip/file
  15. eLeR Creative

    Get Out Of The Dark

    I have just recorded the last part of the film showing the finish of this level.
×