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CarpetolA

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About CarpetolA

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  1. I'll second everyone's opinion and go with the first option.
  2. Great job, everybody! Thanks to @mrthejoshmon for making this possible! I'm up for a sequel if all goes well.
  3. Is the typo on my name fixed? It's been lingering in the back of my brain :P
  4. *corner of the eye starts to twitch involuntarily*
  5. I see that I've not included a description of my map. Here it is. Author name: CarpetolA Map: E1M5 (Third Moon Lab) Description: A short, but nasty techbase map which started as a part of an E1-remake that I planned years ago but sadly didn't see the light of day. Now ascended as a part of this map set, it may look different to its ancestral counterpart, but it's still just as deadly. Music: "Tension" by PRIMEVAL Build time: I have no clue... Two months total? Made in Vanilla Doom format with Doom Builder 2 Tested with Chocolate Doom, ZDoom and GZDoom Other editors used: SLADE3
  6. @EffinghamHuffnagel I intentionally kept the two adjacent secrets, with my map being a homage to the original E1M5 and all. However, you gave me an idea. I took away the possibility to open the door manually, so one will have to find a switch in the main room in order to open the door and reach the soulsphere. You'll have to be quick on your feet, though. The small secret compartment for the goggles has been enlarged. @Capellan I amped up the exit area with extra traps and monsters. I also moved the teleport destinations from the T-sections to the corridors. A little extra ammo and health, just for precautions. I should be finished now, as of this version. Send questions/feedback my way, as per usual. 3RDMOLAB_V4.zip
  7. Sorry for my absence. I'm going to have to ask you to stall an eventual release. I will try to implement a change on the exit area of my map as proposed by @Capellan. I'll get back to you guys with my final outcome.
  8. I changed a few minor things in my map. I decided to switch places with the rocket launcher and the chaingun. It actually made quite a difference in terms of gameplay. A few map details here and there were changed or added. Before I decided to post, I saw @Spectre01's latest post regarding the missing coop starts and quickly inserted them into the map. Sadly I didn't have multiplayer in mind while working on it, so I reckon it would be one hell of a breeze to ease through knowing that. If you guys have any questions or feedback let me know! 3RDMOLAB_V3.zip
  9. @Spectre01 Thank you for your feedback! I'll look into the map and fidget around a bit in it. BTW, I had completely forgot about this project. I'm relieved to see that it has been resurrected and passed on to another overseer. Great decision, guys!
  10. Wow... This makes me want to withdraw my map just for shits and giggles, but I'm not going to. I want to see the light at the end of this... crooked, fucked up tunnel. I want to see this thing be RELEASED.
  11. Is this project beginning to unravel, or what the hell is happening?
  12. Here is another version of my map. Read the accompanying text file before you guys play ^^ 3RDMOLAB_V2.zip
  13. @riderr3 Very nice map! I have no complaints, save for the process of obtaining the red key as @Spectre01 mentioned. I was a bit confused while trying to find out how to get to it, which added a few minutes to my overall gameplay. Otherwise it's a solid map with the right E1-style and feel, with a pinch of E2 at the end as you said :) One minor issue I found was a stack of crates with two different textures in the small warehouse containing the chainsaw. @Spectre01, your take on E1M8 made my blood boil. Not because of the adrenaline-pumped, last-map-of-the-episode glory which obviously is the intention, but because of seething rage. I died so many times trying to trudge through the first fight. Having at least a hundred monsters gang up on you from every direction is cool for a map like this, but personally I thought the space was too small and open for that approach, especially with the big pool of nukage to your immediate right with the narrow edges. When I finally got the enemies to nominal levels it got a whole lot easier. A huge difficulty spike at the beginning followed by softness throughout most of the map is not something I'd expect out of a final map. Most people want to be kept on the edge of their seats, with a few breathers here and there. The redeeming factors are the visuals and overall look of the map. The last part looks and feels like an area where a huge fight will take place, though with the problem mentioned above, the fight falls a bit short. Sorry for being harsh, dude. I want to like your map, but right now I feel like I can't :/
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