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DooMknight

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About DooMknight

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  1. DooMknight

    UAC Invasion: The Supply Depot

    I've seen the video of the playtrough and I loved it, I've laughed a lot when you curse the afrits, it's true that they go fast, but the areas where they appear are big and open. I have seen that you have enjoyed the map and that is what is important, that it is a dynamic experience even if it is such a long map. I appreciate your gameplay and your comments! PD: It's true that the name of the map is quite generic, but I'm not very good at putting cool names on maps. Next time we'll have more in mind, because there may be people who think it's another boring base map...
  2. DooMknight

    INFINITE VOID- RECHRISTENED REFRACTED REALITY

    Wow! It looks awesome. Those contrasts are amazing
  3. DooMknight

    UAC Invasion: The Supply Depot

    Actually that secret is marked when you press the switch, I didn't notice that there was another sector marked at the beginning of the toxic flow gate. Well, fortunately it's a small mistake, in total there are 22 secrets not 23...
  4. DooMknight

    UAC Invasion: The Supply Depot

    Ok! The fixed version is uploaded to the /idgames archive. Many thanks to the maintainers at how quickly fix that
  5. DooMknight

    UAC Invasion: The Supply Depot

    It's true, I've checked it and the other cyberdemons are not activated ... I don't understand how it could have happened since those sectors I haven't touched in the following beta versions. Thanks for notifying me of this @Not Jabba, I'm now trying to update the file in /idgames. I've uploaded the fixed file and the .msg indicating the problem. For those who want to download this fixed version, here is the new link: https://drive.google.com/open?id=1IwkDTCv02omDynOThit4JQCNkm10nrSQ
  6. DooMknight

    UAC Invasion: The Supply Depot

    The map is finally published in to the idgames archive! Here is the link: https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/supplydp I also edit the first post with the new link.
  7. DooMknight

    UAC Invasion: The Supply Depot

    Thank you very much for trying the map, I'm glad you liked it. It was such a huge project and I had invested so many hours that I had to finish it and publish it. It is true that this area can be somewhat confusing, the switch appears in front of the player, but the texture is similar to the walls and it may be difficult to see it, anyway taking a couple of laps around the area I think you end up finding it. The other bugs that you mentioned in PM, I solved them in my local file, but sadly I had already uploaded the final version to the repository and I can't overwrite it. I don't know if there is any way to update the file ...
  8. DooMknight

    I'm Also Looking to Play and Record Your Maps

    @HAK3180 Thank you very much again for time spent, I know the map is long and can give laziness. I've loved the videos, laughed a lot at some moments, like the one in the cyberbarons arena or when you got a secret and you say: "oh yeah!" The switches in the outdoor area are to crush the mancubus of the towers, there are three scattered around the area. What a pity about the area of the mastermind spider, the line that closed the area was badly placed and could be avoided... But well, as you said in the video, all that is solved in the final version. I enjoyed to much watching the gameplay, almost 3 hours here stuck to the screen. I hope you enjoyed it, and again thanks for this great review!!
  9. DooMknight

    UAC Invasion: The Supply Depot

    Thank you very much elend and Phobus for playing the map, your comments have been very useful and have helped me to fix the last bugs that were left. Today I have been working on the map and played it completely to see that everything works fine now. Thanks also to all other testers: Degree23, Demonologist, NovaRain, HAK3180, AK-001 These are the changes I have made based on your comments: Changed the action lines in the rooms where the deathknight and the spidermastermind appear so that the player can not be trapped. Eliminated some instapopups of enemies (not all) that confused the players. Added some health in the outdoor area that opens with the yellow key. Added more BFG ammo in the final battle. The closets for teleportation of monsters are moved, now they should not be heard in the playable zone. Added new items and enemies in a new explorable area. Added details in some areas. Fixed some errors.  And here is the download link to the updated file, although I've also edited the first post: supplydp.zip
  10. DooMknight

    I'm Also Looking to Play and Record Your Maps

    Yes, it's an error that has caused many people to get stuck in that area. I've solved that problem and many others in my local wad file. I've uploaded thefixed & updated wad, in case you want to try this one. I know it's a chore, if you already had the map almost finished and recorded, but there's no other way. Changelog: P.D: Also thanks for telling me about sector 213, I hadn't seen that. I's already fixed in the file that I just attached. SupplyDepotFixed.rar
  11. DooMknight

    The Incident - My very first map

    First, I think it's incredible that this is your first job. The care for detail and lighting is exquisite. In addition, the map is designed with very good taste and a very original use of textures. The map is easy but very enjoyable, has some interesting ambushes but you always have ammo and health to spare. The architecture is quite impeccable, with some very curious and pleasant details, such as doors and walls broken in addition to other decorations. I like the design of the base, with some backtracking, although as you can see in the video, I had a hard time finding the damn lever that opens the access to one of the last areas (although it was clearly visible). The secrets, as you can see, I'veve taken the four t. I don'tt know if it is because you made them easy to find, or because I'm also a mapper and one is an old dog. I also liked the ending zone, with an incredibly detailed area that design reminded me a lot of the final level of the first Quake, although as I said before I found it too easy, even to have played in HMP. Perhaps I'm a extreme difficulty bitch hehe In conclusion, I've really enjoyed this map, and since its your debut, I'm sure that your future projects will be very interesting and popular. Here, of course, you've done a great job!
  12. Here is one by mine: https://drive.google.com/open?id=1AxPHwDL_CyyviJeqUPEgpekDBfSKK7TL The normal map (with monsters) has the problem of be very high difficulty due monster number, you can add your own monster template to there.
  13. DooMknight

    UAC Invasion: The Supply Depot

    It's more logical the way you say, I've swapped them. Edit: I think I've found a way to fix the second case, I have placed a line without splitting beffore monsters appear. I'm going to test if it works:
  14. DooMknight

    UAC Invasion: The Supply Depot

    Thank you very much Demonologist for your review! I found it very interesting and complete. In addition to the already mentioned I'll move the monsters closets away from the playable area, it's true that they are heard along some parts of the map... Also thanks for playing it NovaRain and for indicating those serious problems. The first has had an easy solution, and just fixed it, see the image: The second problem is something more complex, as you can see in the following image to activate the spidermastermind & co I've no problem in having several tagged lines, but when closing the arena for battle I can only use one line, since putting more could make the player get stuck once the spider is dead. It is true that it is very sloppy because the line can be avoided, but it is the only solution I found at that moment. I'm thinking what to do there to solve it... Again, thank you very much to both of you, I'm greatly improving the map with your comments!
  15. DooMknight

    UAC Invasion: The Supply Depot

    First of all, thank you very much for testing it and giving your opinion. I agree with many of the things you said, so I'll write it down to fix it in the final version. In the final battle there is a hidden (not much) soul sphere and a lot of health scattered, I thought that would be enough... On the other hand the sortage of BFG ammunition is intentional, because I did it to add difficulty and use more the rocket launcher. Anyway, I'll took a look on it. Again, thanks for your review and I'm glad you enjoyed the map ;)
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