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olio

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About olio

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  1. olio

    Zone 300 demos [-complevel 2]

    MAP 17 UV Max in 2.10. z317-210.zip
  2. Slime2 Map 1 UV Speed in 1:03. m1uvs1.03.zip
  3. olio

    Your first impressions?

    I'm not that far in, but I'm not sure how I feel. It doesn't feel quite as visceral as 2016 did and the game seems a lot more keen to hold your hand. As for the gameplay, it's reminding me of Halo, for reasons I can't quite put into words. I liked quite a bit of the Halo series, but it's not really what I signed up for. I'm having a lot of fun with the movement options though and I still have a lot of game to go.
  4. Despite the number of hours I've put into gaming over the years, I'm quite a shit gamer, so I'll start with HMP then replay it on UV. I haven't even beat 2016 on NM, not that I've tried. Maybe I'll try playing through on NM before Eternal drops.
  5. olio

    Olio's Maps

    Practise map I made to familiarise myself with otex. Other than being my first attempt at using otex, this is not notable. :P otexio.zip
  6. olio

    Mapwich 2!! Come join the chaos

    Count me in. I've posted in the mapwich chat on discord.
  7. olio

    Mapwich 2!! Come join the chaos

    At work now, but I'll jump in the discord. I'm a little intimidated by the quality of the screenshots, but I feel ready for a community project. I might need someone to hold my hand though.
  8. olio

    Olio's Maps

    Sorry, some real life stuff came up. :/ Thanks for the playthrough again, even if I got held up watching it. You made it through UV, so congrats on that! Although you grabbed the SSG from the spawn room? I didn't think you could do that... In addition to the mid-way archie being too much of a potential difficulty spike, I think I will make some fixes and reupload that map. Ammo is very tight, maybe too tight? I try and starve the player a bit, but maybe I'm squeezing them a little too much. On the other hand, it's my intent for UV to make the player feel consistently behind the 8-ball and if players want something easier I got easier difficulties mapped. Those barrens in the confined area does play how I intended; you are meant to use the bars for cover and shoot through them. There was meant to be only two, as I always killed the third before going into that room, but I got mappers knowledge the player doesn't have. In HMP, it's a HK and an imp. More manageable for sure. I try and make each encounter different for each difficulty, but maybe I should take out a hell knight and make the encounter the same as HMP, or scrap the idea almost entirely and just make them both imps like on HNTR. I'll think that over. I've been toying with the idea of uploading my maps with a demo of me beating them, to prove that they can be done in one run, without saves. Some of my maps seem too hard when I've watched other people play them, but I do beat all my maps on UV before uploading them. I don't want to make UV easier, but I want to make it so that congestion isn't the main difficulty source. Also, no, that yellow switch can't be used as archie cover, but I agree that it should be. I'll probably extent that switch panel up to the roof. Again, thanks for playing and expect more maps on the way.
  9. olio

    Olio's Maps

    Thanks for that! I will watch it later today.
  10. Watching playthroughs: Altepetl - I might have made it a bit too crowded, there was too much potential infighting. I would like to think that gets better on my other maps, but I think it gets worse. Those narrow corridors that you escaped into were meant to be darker than that. I guess you use a bright renderer, because I couldn't see those spectres coming when I tested. Also, you were correct. There is a secret in that room! You walled humped just about everything that doesn't lead to the goods. Amphiptere - Again, perhaps too many monsters in that middle, nukage section and it gets a bit crowded when the walls come down in the second area, but better than Altepetl. You didn't find any of the secrets though. :P First map of mine where there were all too heavily hidden for you. Starfright - This one played out better. More inline with what I imagined, when I made it. Tighter, more controlled encounters are what I'm after. Less monsters doesn't mean less hard. I debated so hard about whether or not to put that arch-vile in, mid way. I meant for it to be a punisher for players who fleed from the initial encounter, but it ended up near map breaking. I'd probably refrain from placing it, if I was to do the map over, but I'm still quite happy with it's time-delay release. I liked how you tried to face it down immediately, when you weren't to know it spawned 20 or so seconds later. That last room after the waterfall was lazy. I would redo completely and just might at some point. Maybe. Thanks again for the playthroughs and I'll keep you posted regarding future maps!
  11. I haven't watched your playthroughs yet, but will very soon. I feel big oofs from the errors you highlighted in your post, but I guess that's what happens when I'm the only play tester. :P
  12. olio

    Olio's Maps

    Thanks for the play throughs! At work now but will watch them when I get home.
  13. If you got through Separare, rest of my maps will be a breaze for you, my other maps won't take nearly as long to play through. You were sooo close to finding a few of the secrets and it was really tough to watch. I was willing you on, trying to get into that little blue marked hatch above the boxes, but you didn't remember the little tucked away switch from earlier, 'that didn't do anything'. :P It would have made everything past the red door much easier. That said, I did make that secret a ball buster on purpose. And that bloody arch-vile! I thought I fixed it so it won't teleport like it did, but I guess I forgot, or whatever I tried didn't work. I might try and go back and fix that up, but I'm working on another map at the moment. I mean, it was a little funny watching you try and find this phantom arch-vile, but that mostly annoyed me to watch, because the map isn't meant to work like that. I also need to change those green bars to a door, so the revenants can't be so easily cheased and I thought I left a BFG next to the megasphere, but I guess I took it out? Thanks for playing, glad you enjoyed. I might do another large scale map in the new year, but for now I want to continue to focus on smaller scale stuff.
  14. olio

    Ancient Aliens proofs [-complevel 9]

    Map 1 Nomo100s in 29.54. aa01os029.zip
  15. If you were interested at all, feel free to play any of my maps here. Perhaps not 'Separare'. I took one look at Sunder while I was making it and it became quite slaughter mappy. :P
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