Maz Hades Posted August 19, 2015 This level includes deathmatch starts, multiplayer starts, secrets, and multiple difficulty levels. Let me know what you think of it, and if you think anything needs changing. DOWNLOAD LINK: http://www.mediafire.com/download/ogmchrelkfm4ax7/Zamanthyte_Ruins_E3M5.wad Also, the little reptillians are called Zamanthytes, so if anyone's able to rename the powerups that'd be great. 0 Share this post Link to post
Catoptromancy Posted August 19, 2015 I think it would be a better E3M1. The map layout is cool and fits as being the first map, explaining how player got to the hell theme maps. There is a massive HOM in the ship. First play through. http://www.geocities.ws/catodemos/demos/freedoom/random-demos/zam_e3m5.lmp 0 Share this post Link to post
Maz Hades Posted August 19, 2015 It would indeed suit being the first level. I tried fixing the HOM errors, but I'm not sure what's causing them. Also what did you use to record the demo, it won't run on gzdoom or skulltag. 0 Share this post Link to post
raymoohawk Posted August 19, 2015 thats because zdoom isnt backwards compatible with boom or vanilla demos 0 Share this post Link to post
Maz Hades Posted August 19, 2015 Ok, thanks. Still not sure what's causing the HOM errors though. 0 Share this post Link to post
BaronOfStuff Posted August 28, 2015 Hit F4 and marvel at all the errors... basically the HOM in that area is caused by various rookie mistakes with editing, such as overlapping linedefs which reference different sectors, unclosed sectors consisting of two lines, etc.. That aside, it's not a bad map and would be an ideal E3M1. The ending fight however is totally pointless and -- now don't take this personally -- a bit shit; there's no incentive or requirement to engage the horde here since rushing by everything is a viable and virtually risk-free option, and anyone actually going for 100% kills on UV would have to wait around for a lot of infighting to thin out the numbers. It's just a boring encounter and a weak ending to an otherwise half-decent opening map. -Edit- Belched out a quick HOM fix, added some missing texture placeholders and fucked with some some minor geometry adjustments. Didn't change any item or monster placements. -Edit 2- Oh fuck it, I got bored so I fixed it up a bit. Also now compatible with DOOM.WAD, for anyone who wants to check but simply can't bear playing with Freedoom's incomplete-so-far sprite and sound resources. Tested with both DOOM.WAD and freedoom1.wad just to be sure. -Edit 3- Bored again, so this happened. What happened? Next post will explain that. 0 Share this post Link to post
BaronOfStuff Posted August 30, 2015 Double-post to bump thread and reflect actual active work on brushing this map up: http://www.mediafire.com/download/18m604x0o8qc7ig/FDP1_E3M1_b-DOOM.wad The overall flow and layout is practically unchanged, but a few lines and sectors have been tidied up, re-detailed, and had some several lighting effects and other basic crud lobbed in for visual reasons. Also played around with some tweaks to monsters/items/secrets. 0 Share this post Link to post
raymoohawk Posted August 30, 2015 i like it, thoug i miss the techie detail in the cavern at the start 0 Share this post Link to post
Maz Hades Posted August 30, 2015 Looks much better now :) My levels tend to be narrative-based, and that style kind of clashes with the rest of Freedoom's levels. I like what you did with the secret in the pink tunnel, it's much tidier but not too subtle. 0 Share this post Link to post
RonLivingston Posted August 30, 2015 I wonder what e3m7 should look like? maybe a void themed map or a skybase, or even a dark castle. 0 Share this post Link to post
Maz Hades Posted August 30, 2015 VOID THEMED MAP HELL TO THE YES Someone make this now 0 Share this post Link to post