Not too bad. I did constantly feel like I was running out of ammo, though; those Cacodemons eat up bullets like popcorn, and going for more bullets tended to spawn more Cacodemons than the bullets I'd grabbed would be able to kill. Spent most of the map trying to snipe with a rocket launcher, which I'm not that good at.
Carnage Canyon is now finished!
Also rather annoying how I'm trying to focus on an enemy on the outer ring while I'm on the inner ring, but another enemy on the outer ring can see me and manages to snipe me with a projectile. I'd chalk this one up to me being tired more than anything on your end, however.
Definitely a solid map, although maybe a bit hard for MAP03. I dunno.
Well, maybe it's because I tried it on GZDoom 1.7.0 instead of PrBoom+ 126.96.36.199 this time, but I was actually able to clear this on HMP! It took me an entire goddamn hour of save scumming to make it through, but somehow I managed it!
He guys, I've got a major update:
This version of map22 contains practically everything. Lighting, texture aligning and most balance.
I hope that all of you can give me feedback on it and if you have any comments or remarks, please let me know.
Everything up until grabbing the blue key is fine. Everything after grabbing the blue key was just downright chaos. I'm still not entirely sure how I managed to get through all the Cacodemons and Revenants (oh God the Revenants) and Archviles (which were helpfully reviving any Revenants around, rendering killing the Revenants pointless) and both a Mastermind and two Cyberdemons. I definitely spent more time trying to figure that out than I did getting up to that point. Still, after dying and dying and dying and dying and dying and dying and, just to mix it up a bit, dying some more, I was able to to take out the Mastermind, take out the first Cyberdemon (which I'd grabbed the red key out from behind beforehand), take out the second Cyberdemon that I honestly wasn't expecting to show up, kill the Archvile that greeted me from behind when I opened up the red door, rocket-snipe some of the Archviles hanging out with tons of Revenants (dying to a lot of homing Revenant shots in the interim - did I mention how much trouble the Revenants gave me yet?) and then pick off every last monster from there. Took me a while to realize how to get back up to the red-keyed gate leading to the exit, though; I'd resorted to cheating and jumping back up the stairwell near the BFG, only to realize, as I was passing by them, that three columns had risen out of the ground much earlier, which I could've reached from a nearby staircase and would've lead me right to the exit. Whoops.
So yeah, that was insane.
I should check how to get the BFG; I'm not sure how much it'd help considering the average distance between my opponents and I toward the end there, but every little thing'd help.
As for technical issues irrespective of my (lack of) skill, the starting area still has missing Upper textures. GZDoom's fairly specific about it: some of your ROCK textures are missing their underscore (they have a space instead), and the game can't find the texture as a result. It seems to be the same texture repeated several times, if that helps.
Also, this isn't really a technical detail, but I fell into the pit in front of the BFG several times while wearing the radsuit, leading me to either wait around a long time for it to end so I could die, or apply a rocket to the nearest wall, out of expediency. Personally I'd put a teleporter in there somewhere so I could get out again, but that's me.
And I appreciate adding that little rock so I could get all the rockets that I mentioned the last time I tried this :)
Care to try mine? It's nowhere near as difficult as yours, but I hope it's decent, all the same.