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About ryg

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  1. I get your point but I have two playtesters who figured it out. Even if you don't figure it out leave the map and go on. You will have more opportunities to get a computer map.
  2. You are going to try my level because there is too much controversy about it? Lol. I like your approach.
  3. I will say it again for the benefit of everyone playing 5spiders: There is no need to hump walls indiscriminately! Walls that can be activated are hinted either by a switch texture or a variant of it, like a thin switch, a hint on the floor (leakage coming out from under a hidden door), a door texture (or variant), an off texture (not off by one pixel that would require superhuman capabilities and would not be enjoyable for normal guys) or sticking out color variant (not just shading like under the bridges in the first big open area) or when you get a glimpse of the backside of a door (with a door texture) but you are accessing it from the hidden front-side. When you can see a texture that you cannot reach but suspect it can be activated that would be a case of trying to shoot it but then, again, maybe your time hasn't come yet and you have to figure out how to remove the obstacle in front of you. Yes, I agree, 5spiders is heavy on puzzles. Enjoy! Additionally, if you approach an area that sports pools of blood and killed soldiers/monsters that should be taken as a hint that there is an element of danger there. Don't make the same mistake they did. Also, that would be an excellent moment to save your game.
  4. No, the bug was not in PrBoom, it was in my level. Build 1021 and 1025 refer to my WAD.
  5. I was very impressed by your patience and positive attitude. I have tested this map with PrBoom+ only and have never had the horrible effects in the area where you got stuck for good. I really cringed at the sight. It must be part of the lack of compatibility with GZDoom. There was a bug in build 1021 which is was I guess you used that caused the launch problem. It should be fixed now and I uploaded the latest build (1025) to the original post.
  6. I will check into that and update you. Thank you for your interest and time. October 3: You did a lovely job! I really enjoyed to watch you play. (You could do yourself a favor and save from time to time. This is a 3 hour level, it will take you ages to play through it without saving. And it's frustrating to start all over again and again.) I liked your style of playing since it is similar to mine. You are taking your time and not missing many hints. That's how you got the chainsaw and that saved you lots of ammunition and prevented health damage. That in turn allowed you to enter the voodoo doll/control room with 99% health. And even though you lost a lot of it figuring out how to open the door you still managed to get out with enough health to survive the fight in the first big open area right afterwards. And you have good fighting skills. The softlock, yes, I had missed that but then, again, that's why I need testers. You did not miss another option. It was a real softlock. I would never have discovered it on my own since I knew I had to proceed to the next area. I have fixed the softlock now and uploaded a new build on my original post on the top of this thread. A technical question: Did you run it on PrBoom? Did you play on UV? Were there any setup problems?
  7. It’s a pain sector because of the red rotating thing on the desk, so it is intentional but thinking about it now, it doesn’t make a lot of sense. I’ll think about improving the setup. I would like you to elaborate on the soft-lock problem. Thank you for your input. I’m glad you like the map. Enjoy the rest of it. Update October 2: Upon revisiting the room I found that only the area closest to the red rotating thing is a 5% pain sector. You don't have to stand on a pain sector in order to move the voodoo doll. So I left it as is but replaced the stimpack in the room behind the crew's bed by a medikit.
  8. The idea was actually to make you realize that you cannot fight the lost souls with your limited original ammunition only because that will leave you empty handed when you face the explosive barrels down the hall. And then you are in a real jam. At least on UV you have to use your fists to avoid spending all your bullets at the very beginning. Options for improvement?
  9. Thank you for this post. Don't worry, we're all here to enjoy, have fun and learn from each other. The 25 years of bad dreams in the TXT file referred to the Space Marine aka Doomguy's existence not to my building the level. I would still encourage you to continue playing the map and sending me feedback, maybe on days where your mood is on the up swing -:) I would still be happy to hear your critique especially if it is something I can apply and improve the map like ammunition/health/enemies balance., monster placement or even spacing. For example, the minimal width of the corridor at the beginning is currently 56. Would 64 be ok? 80? What would you experience as ideal? Were there switches that were too hard to find? Or switches that you couldn't identify as such? Switches you could not associate an effect with?
  10. This does not sound familiar to me. Please tell me the switch's tag number so I can check what you are talking about.
  11. Thank you for your feedback. I don't think you can break the map. If you got through it means you solved the puzzle. I would very much like to see a video clip of you trying to solve puzzles and progress in the map.
  12. Why would I lie? I have no reason to. I could have left out build time or written 6 months. I actually have build versions of this map going back to 2007 here on my computer (with 1200 sectors as opposed to 4500 sectors in the current version) and probably older ones on my now defunct PCs' hard-disks. I think a took a break of sorts between 2012 and 2015 because there is little progress between these dates but so what. About comparing the size to E1M1: E1M1 5 spiders Vertices 391 31.123 Linedefs 486 37.665 Sidedefs 666 65.530 Sectors 88 4.576 That's a weak argument. You do the math. All the other reasons that make you think it did not take me 20 years are irrelevant because you are wrong. Again, why would I lie about that? It does not make my map any better. What 20 years of building actually did cause was making this map tight, especially in the sectors between the big areas were I wanted to add some more detail/twists/functionality/puzzles after the bigger parts were already established. That is a valid criticism.
  13. From you it sounds that crowded and claustrophobic is very bad. I have seen other maps lauded with these attributes. You don't have to like it but in DOOM terms it's not something inherently negative.
  14. That's some harsh criticism. Again, there are no walls to hump. All walls that require "use" are marked by a change in texture or a switch texture. There is one exception and that is sector 1897 where you can see the other side of the sector functioning as a door with a door texture through a window while approaching. That way you should be able to figure out that this is a disguised door.
  15. It's not about humping walls. You are looking in the wrong direction. The solution is behind you.