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BENCHY

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About BENCHY

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  1. oh shit:( What map you stuck on?
  2. Oh? Did we😈 (Intentional added layer of CBT)
  3. In terms of map 1 I've never attempted the jumps with just straifing but they should all be doable with sr50. As for map 2 and 3 there are no sr50 jumps required. Edit: found out that map 1 is technically possible with exact angles
  4. The first map is a puzzle map, no monsters. The real meat is in map 2 and 3:) if you're still up to playing it you can just idclev to them😁
  5. Bro you literally just described the wad I released with a friend! You should check it out and if you have any feedback is love to hear it:)
  6. Hello good sir If you're up for a bit of a challenge I'd love it if you checked out this new mini wad me and a friend put together. Cl -21 Thank yoooooou:D
  7. Link to DoomUniverse thread: https://doomuniverse.com/topic/120/rc1-jack-builds-a-techbase-4-maps-cl21
  8. Hello people, after way too long I'm happy to show this project I've been working on with Xulgonoth for about 10 or so months (mostly due to my procrastination😅). This is a standalone release of a map we made for the Balls of Steel Community project but with a couple of additional maps and flare. Be warned that this is made to be a pretty niche wad, the phrase "set of challenging maps" gets thrown around a lot these days, but this one takes a slightly different approach where the difficulty mainly doesn't come from the encounters themselves being tuned to a high difficulty, it comes more from unfriendliness to blind players, from punishing the slightest errors and from not being clear in what exactly the map wants you to do. Currently only tested on DSDA-Doom, but it should work on versions of GZDoom that support MBF21. MAP LIST: MUSIC LIST: SCREENSHOTS: DOWNLOAD: RC3
  9. Oh crap I didn't even catch those:( Very embarrassing and I'll definitely triple check missing textures and teleporting monster mistakes in future. The final fight was the hardest to balance and it shows:( but still thanks for playing:)
  10. Hey, first off thanks for taking the time to play and even record the map I'll definitely find some time to watch the whole thing. I also find the final fight pretty meh, as it was the hardest to balance and was the most draining to make. I won't be making any changes to this map but I'm taking in all the feedback and trying to learn from it. Again thanks for playing:)
  11. Not all maps have lower difficulty preventions, like mine, map 02. I like to think you can cheat by going on lower difficulties if you want but you're only really cheating yourself.
  12. Cool cool. Oh yeah definitely needs more;)
  13. hey how's it going, it's been a while since I've posted on here and I've been working on a few things that will be released soon but until then I wanna get this map off my hands. In about November last year, I started working on a moderately hard boom compatible map for doom 2 with some custom textures I got my hands on. The map looked ok I guess but I got burned out very quickly so I never finished it properly. I am never gonna finish this map so if anyone wants to play it now go ahead I just wanna get this map off my hands. It has an exit and everything just no automap clean up or difficulty settings. honestly, I'm not that happy with the layout it's the definition of linear but whatever it's something I'm trying to work on in newer maps. As you go deeper into the run down bunker encased in rock you uncover more and more sinister rooms, culminating in a bag ass unfair fight. Idk man just kill stuff ¯\_(ツ)_/¯. Download complevel-9 IWAD: DOOM2.wad Tested in prboom+ and dads doom. Also had a friend test it in gzdoom. and a big thanks to @AD_79 for the midi GodlessIndustry.midi screenshots Thanks for checking this out :)
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