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sounds like a plan! what sky do you plan to use?
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It's been a while since I signed up for the project, but I've finally made some progress with map26 :] I have this idea for some kind of red rift in the floor. In the meantime, however, here's a cute little teleporter as a placeholder. (Sorry for the super slow reply!)
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what are you working on? I wanna see your wads.
eater29 replied to everennui's topic in WAD Discussion
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what are you working on? I wanna see your wads.
eater29 replied to everennui's topic in WAD Discussion
some weird and hyperdetailed orange stuff -
It's been a while, but I'm happy to say that the mudman is now on idgames. Thanks for giving my map a go and for the comments, all of you :) I can definitely see some of the issues raised (especially the switch hunts here and there), and I will keep this feedback in mind while I make other maps. Making and testing Mudman has been a real blast and I'm hoping to finish a few more maps by the end of the year. Thanks everyone for all the feedback, suggestions and kind words!
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I'd like to take map26!
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Updated! the download should work now. Thanks Not Jabba and Maribo for the comments! I've gone ahead and given the cyberdemon an olive green recolor. Nice FDA! After watching it I realised there might have been a bit too much ammo and health even on HMP, so I've gone and done a few tweaks on the distribution of resources. As for the secret fight: If there are no other problems that come up in the next few days, this will hopefully be the version that goes on idgames.
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I do agree with some of the projectile dodging in the green mud being a little difficult at times. Were there any particularly frustrating points while fighting in the mud? And thanks for the kind words :)
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Bump! I've just updated the map since I've just realised that the plasma gun in the red key route was flagged as UV-only. I have no idea how that slipped by this whole time, but it's been fixed now. Sorry! I also plan to make a few more minor balance changes, but I'll save those for the weekend, probably.
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Mudman is a large and somewhat difficult MBF21-Compatible swamp-themed level which makes heavy usage of boom's friction sectors in combat. IMPORTANT STUFF iwad: Doom II Format: MBF21 (-Cl 21) Playtime: about an hour Occupies Map01, Map02 is an ending map Cyberdemon HP reduced to 1500 via dehacked Difficulties implemented (please use them) No Coop or DM support Jumping and crouching are disabled, freelook is ok Tested on DSDA-Doom 0.24.3+ (Opengl recommended) and GZDoom 4.10.0 Download on /idgames Hello, Doomworld! I hadn't seen many maps that use boom's friction sectors to a large extent, so I decided to try and make some interesting encounters using these floors. Mudman uses brown and green goo, the latter of which slows you down much more, but you aren't forced to walk through the goo most of the time. The map splits into two fairly linear paths that both need to be completed to progress. Gameplay ranges from exploration to incidental fights to some combat puzzle-y setups to a couple highly-cramped bfg-slaughter fiestas. The map relies on some MBF21 mapping features and will stop you from progressing if you aren't playing on an MBF21-compatible port. In an effort to get you to use the difficulties, here's a brief summary on the difficulty settings: UV - Highly punishing (by my standards) encounters with slight ammo starvation in some places and less health. May require some grinding. HMP - More lenient than UV, with more resources and powerups. Fights play out mostly the same as UV, but with more room for error. I recommend this difficulty for a first playthrough. HNTR - Very forgiving with a little more fodder to blast through. Hopefully is a walk in the park. P.S. A few hundred monsters are hidden in a secret fight. Good luck! Credits: More Screenshots: This map has been my first large-scale doom project where I experimented with what I can do with UDB, so I thought it would be interesting to see how my mapping has changed over the last few months. Below is the order in which I finished work on a section, which remained mostly untouched after I considered them finished (with the exception of tiny detail passes and the like): OLD VERSIONS: mudmanv1.1.zip mudmanv1.2.zip CHANGELOG V1.1: The plasma in the red key route is now available on all difficulties. V1.2: A bunch of changes: /idgames release: Minor tweaks to lighting and detailing
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🟠Blocked-Out! - A Boom 2 Community Project (37/37) ⚪
eater29 replied to Matacrat's topic in WAD Releases & Development
blockedout_eater29_rev2.zip @Matacrat fixed a coop softlock in the blue key area -
eater29 changed their profile photo
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what are you working on? I wanna see your wads.
eater29 replied to everennui's topic in WAD Discussion
Finally finishing up the red key area + a really early screenshot of the half textured final stretch that I started a couple weeks back -
🟠Blocked-Out! - A Boom 2 Community Project (37/37) ⚪
eater29 replied to Matacrat's topic in WAD Releases & Development
Meant to post this like 2 weeks ago, but never got around to doing it. @Biodegradable, thanks a ton for playtesting! I'm glad you enjoyed my first attempt at making something slaughter-ish. I've made a couple edits to make progression more obvious and iron out a few bugs here and there. No big balancing changes, though. blockedout_eater29_rev1.zip Changes: -
what are you working on? I wanna see your wads.
eater29 replied to everennui's topic in WAD Discussion
Still working on that really brown MBF21 map... -
🟠Blocked-Out! - A Boom 2 Community Project (37/37) ⚪
eater29 replied to Matacrat's topic in WAD Releases & Development
Finally finished my map! This map ended up a lot more difficult than I expected, so I probably need to do some UV rebalancing. For the most part everything is complete, however. Map name: Below the Cutting Room Floor Author: Eater29 Music and composers: "Ionian Isolation" by Tristan Clark Par time: 25:00 Map Description: Where an author's abandoned maps end up. A rather difficult voidmap with some platforming (escape teleports included), gimmicky fights and some slaughter. The BFG is unlocked after completing either the red or blue key area. Most of the combat in UV is quite punishing, so if you want a slightly less stressful experience play on HMP. For more of a mild/not too punishing challenge, try out HNTR! Screenshots: map: blockedout_eater29.zip