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Csucskos

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About Csucskos

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  1. Csucskos

    Short Slaughtermap (my first wad)

    OK, new patch is up, let's go people!
  2. Csucskos

    Short Slaughtermap (my first wad)

    Nonono dude, wait for the patch pls! (Or you can share your ideas how to fix certain parts.) Should I upload the half fixed version I'm currently working on? Fixed the skip and the cheese... I think, but it's not properly balanced yet.
  3. Csucskos

    Short Slaughtermap (my first wad)

    Thank you man! I was laughing so hard on the comments, like "All speed went to the crushers and the door got nothing" :D So to sum up what you did: First room skipped, second room cheesed, 3rd room waited out, the rest was properly fought. I'm a little bit sad I haven't been able to publish the second version yet, and now you probably won't play it, but I sure had a lot of fun watching you suffer from the backtrack :D (Will be scrapped though, as now the first fight is unskippable ~hopefully~, so why would I force people to waste time.) And even though I was aware of the problems it was still nice to see what ways people brain go.
  4. Csucskos

    Advent - 2 maps [on /idgames]

    I really dig this wad. The first map is quite easy, but the ammo is scarce. Though it's fine, it forced me out of my comfort zone to rely more on infighting. I like the atmoshere, the visuals... Nice! Some fights were challenging, but after figuring out how I should approach them they were doable. I enjoyed it all the way. BUT I was always getting lost, like "OK, what did I just do with this button?" or "Where to go next?". I eventually found my way, but it wasn't easy. I hate platforming. Just hate it. And here if you fall, you take damage and back to the start. I think I used 90% of my saves there. One jump, save, fall, load and so on. There is an inescapeable pit between the Mancubi platforms on the HellKnight island. I don't know if it's intentional or not, but managed to find my way in a couple times. I did not find any secrets, I saw a plasma on the ledge on the river bank, and could have grabbed it by dropping down from the caco cloud castle, but there's no way I'm redoing that platforming. :D The second map was a real slaughter, a ton of enemies and a ton of ammo. I'm not the biggest fan of hurting floor, but I liked the dynamic of having to run around and constantly grab medkits. I feel there are too many archviles, took me a couple tries to onecycle them, but overall a quick and nice map. Great work!
  5. Csucskos

    Hyperload - a single map [Now on /idgames]

    The map is overall nice and really liked the archvile fight, (it's clever) but as I said, punishing is not fun. And I knew what to do in the RedKey area, I just wasn't able to avoid the missles. And in the BlueKey as I said, I first pushed all the buttons and then wondered what they do, I see now how it should have been done, but maybe make it impossible to push them before initiating the fight there. 50% success rate?! You rock man! (I'll check your other maps now :D)
  6. Csucskos

    Hyperload - a single map [Now on /idgames]

    OK, just watched your playthrough... well... Playing it backwards the switches make sense and the weapons too... Btw I'm not a big fan of crushers, if you know where to find them you can almost just skip the map. I see where the secrets were... I tried the tube, but did not manage to get in there and then just gave up. Apparently it WAS the secret I just suck at jumping. Oh you should have the plasma for that fight... I rocketed the chaingunners and then shotgun everyone. Left with 6% health but wasn't that bad, could heal up in the next room.
  7. Csucskos

    Hyperload - a single map [Now on /idgames]

    And final room: Just cheese it! Push the button and drop down. Killing the archviles from the mastermind room is really easy. After you kill both just push the cyberdemon button and get out of there. I could not bother to kill them in that small room. I missed 2 secrets, but even with the automap I don't know where they are. Took me 35 minutes to finish the map, but in real time it was more like 2 hours. And not because the map is too hard, but one little mistake will spell your demise and it's not fun. I'm also not a big fan of unavoidable damage like in the RedKey room.
  8. Csucskos

    Hyperload - a single map [Now on /idgames]

    OK, I finished the map on UV yesterday, but wanted to let my head clear up before the review as I was furious. So overall the map looks nice and is not that hard, but it's very very punishing. And I almost lost my sanity because of this. I had to savescum to finish it. So I wasn't even ashamed that I cheesed any fight I could. And two things: Ledges, you can get anywhere on the, (I don't know if it's intentional or not) and buttons, I don't even know what half of them does. I pushed them all though. Let's see in order: I just skip the first room, the imps won't even wake up, second room is OK, but I hate the toxic pool, if you fall you have to wait a cycle to get out and even though it's only low damaging floor you'll lose 30-40 hp to it. But it's still OK, will talk about the real problem part later. The mancubus is absolutely useless I feel, you can crush him, and I don't think I ever got hit by him, as I was hiding in the gunner side. The 'around' room. Nothing spectacular, the fight is pretty easy. (I don't know if it's intentional, but you can jump into the mastermind room and even though you don't have the plasma, can just grab some amoo, making the later fights easier.) Hellknight trap: Nice! It was challenging, but doable maybe a little too short, but I enjoyed it. YellowKey: Oh boy! I killed the mancubi from the windows so that was not a problem, but the archviles... I figured out the pattern after a few deaths, but it's really punishing. The walls are too low, so if they lower even just a tiny amount, you instantly get zapped. And after one mistake because you get airborn, you'll get zapped to death. I tried that room for about an hour before I said, OK, I'll save after each succesfull back and forth. It was miserable. The imps did nothing. (Yeah, so I really like the idea of the archvile fight, but boy it's frustrating to restart just because of a tiny mistake.) The arachnotrons and the revenants in the big around room are too easy, I killed them hiding behind a corner. I saw the crusher, but it'd have been much riskier to shoot it than just shooting rockets into the revenants. Pre RedKey: I just poke in and then back out, letting them fight and when they are groupped to the door I finish them off with a few rockets. Caco trap: Really nasty but OK! Pre BlueKey: Just push the button, kill the mancubus and get the hack out of there! After that it's pretty easy. The crusher is useful. BlueKey: Holy sh*t! I pushed every button but don't know what they do. Maybe open up the rocket stash? After that I grap the weapons and push the spwan button. If stand in the rocket stash room's corner and shoot rockets, they die quity quickly. But if not... I don't know how could one do it. Just the plasma is not enough, I got overwhelmed extremely quickly. Archvile maze: Like what? It's really random and easy, while giving you a ton of goodies. RedKey: I aged a few years in there. How can one avoid the missles? There are those crushers, but you can't move under it, so half of the time it just blocks your movement but not the rockets. But my biggest problem is not this but the lava. If you get in there you are dead. It's max damaging, so even the radiation suit is leaky and the pinkies will corner you real fast. And the buttons! The buttons oh... They are so small, I was barely able to push them. And when you are under heavy fire it's almost impossible. (4 pinkies did not teleport in, had to noclip to get them :( ~ only tested once so maybe not a big issue) Mastermind: It's sooooo easy, you poke in and kill everyone from the door, after that you can focus on her.
  9. Csucskos

    Short Slaughtermap (my first wad)

    Thank you SCF! It's really hard to change my idea on the first room, the whole idea was to be annoying and I don't want to change it even if it puts some people off right at the beginning. I know it's unfair, but I wanted that challenge to have quick reaction time. Will think about something to make it less punishing, but the overall layout will stay, I've grown to love my idea a lot :/ The pinky room is carefully sized so you can barely slip by to make it challenging. BUT it'll most certainly get changed, because the challenge does not last, only when every pinky is alive. (The corrider is now wider, letting more pinky in to prevent camping.) Chaingunner room: Well, that's something I did not think about, I was always running around like crazy and thus had to kill the chaingunners. I have no idea how to force you to move. Pain elemental room: I know it's terrible, and I want people to fight with that, hence the imps and not stronger enemies, because that way it'd truly be a slugfest. I just could not think of a different fight where you'd use the chaingun, except sniping hitscanners. And let's be real, that's not really interesting. I'm happy with the key trap. As I watched El Inferno, I noticed he always rushed into the room, but only the key is trapped so you could heal up and grab some shells before the fight. Will indicate it somehow. (I think it's obvious that it's a trap.) Cyber room: Yeah, I'm not really sold on the crusher damage amount, may reabalance it, but they are staying for sure. I wanted to make the keytrap doable, and since there is no armor you could grab, I did not want to make it impossible. On the other hand, I did not want to give you too much shells or even the chaingun (those enemies would have made it much harder). Now I'm experimenting with non hitscanners, that way you can dodge, so I can place more enemies while keeping it possible. Final room: I don't think so, the cacos quickly go into the middle and you can just run around. Which is not good, as I said, I wanted to prevent circle strafing, but for me there is not enough enemies to make a roadblock. So it'll be changed, but I don't know yet how. I wanted to replace a few cacos with pain elementals, but it was too unpredictable, focusing them was impossible and they filled the room quite quickly. I'll change the room geometry and than think about the enemy amount. The final backtrack was just a safety feature, if there was any way to skip a fight I wanted to make you go through both ways thus making sure you killed everyone. And it makes sense from the story's view, but the map will probably end in the final room.
  10. Csucskos

    Short Slaughtermap (my first wad)

    OK, I see... interesting! I'll try it and hopefully it'll work. Nice Voxel, unfortunatelly I can't open your screenshot, but I'm so happy. Now I'll make it harder :D
  11. Csucskos

    Short Slaughtermap (my first wad)

    Am I stupid, or are the sidedefs missing? Because that's exactly the way I did it in my map. (Opened it in Doom 2 as Zdoom/Hexen format was unavailable)
  12. Csucskos

    Short Slaughtermap (my first wad)

    I'm back! Yesterday got blocked beacuse was too chatty on my frist day, but do not think I missed your comments! The Caco skip is noted, will be tackled. I'm sad about the pinky room, it used to have a rectangular entrance corridor, but it was really easy to just sit in the corner and berserk everyone. I assume that's where you were hiding. Will brew up some solution for it. I thought about the megasphere problem and that was the reason I put it on a small podium. I did not think about the linedef solution. (I mean it's much easier this way from the scripting side. But I see why that can cause a problem.) The slow doors are unfortunatelly will stay, don't want anyone to just run away from the chaingunner room or the other hitscanner one. The annoying mancubi at the beginning was the whole idea behind that room, the combination of the descending floor and the dead cacos blocking the view. Won't get changed. Thanks for the input about the different versions. I think it is bugged, because I have some textures missing there but those are necessary if I want to have the sky textures on the walls. (At least I found no other solution.) The aesthetics may get changed to something like the final rooms, but I could not bother before the maplayout is finalized.
  13. Csucskos

    Short Slaughtermap (my first wad)

    Nah, it's not impossible, just grindy, and after changing certain settings an all I could not bother to beat it again and again... But as I said, depending on further feedback, I may change the map (also may change the visuals) so feel free to check back!
  14. Csucskos

    Short Slaughtermap (my first wad)

    Confession time: I only beat my map on UV with saves, because catching a Cyberdemon rocket after 10 minutes is not very funny. But other than that, on other difficulties (no nightmare, because with fast monsters I'm pretty sure the pinky room is impossible) single segment is possible. OK, I know what to expect, but still. Just did not want to make it too easy :(
  15. Csucskos

    Short Slaughtermap (my first wad)

    I'm so happy! Thank you for playing the map! Try easier difficulties if you are stuck. But anyways, you did your part already, maybe I should adjust the difficulty, will wait for more feedback though.
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