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>> No.4199178 [View]
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4199178

>>4199109
Ahh, that would explain it.

>>4199124
I too. I just figured it would give itself away mayhaps. I added a switch beside it though, so both it and the switch are usable. I'll think of more ways to make it clear. Maybe a Spine texture? (doesn't the automap highlight usable sectors/lines?)

>>4199142
Ah shit! I keep forgetting about the stair-builder func.

Have another screen of specter labyrinth.

Loadout/progression looks like so:

e2m1: Berserk only, All monsters except zombiemen and Bosses. Intended to be a direct continuation to E1M8- hence the Icon Pad.

E2M2: Chainsaw added, Pistol Zombiemen and Specters only. Possible end-of-map shotgunner. Underground caverns and minor techbase, with some Marble. Main threat is the patches of Lava, plus the specters in really dark places.


E2M3: Unknown, likely to add a single shotgunner.

E2M4: All basic mooks, Chaingun added.

E2M5: All basic enemies (Yourself included, this is a Voodoo Map) Cyberdemon Tease. Adds rocket launcher for Voodoo doll manipulation- which will be the gimmick of the map: no keys, but there's minimal switches, pressure-plates and Voodoo Lines. Secret Exit is a death-exit, meaning you need to kill your voodoo into the secret.

E2M9 : Unknown theme yet. Bonus level, sparse enemies but loads of goodies. Plasma rifle obtainable early here.

E2M6: Unknown.

E2M7: Unknown.

E2M8: see E2M8.wad of mine, Will redesign/remake based off of this..

>>4197790
>>4197796
>>4198275
>>4198391
>>4198275


Also, sunder is one of my main points of inspiration.

And sure, Carpet demons. Right on it.

(Is there a way to change some musics, map names, and general details for vanilla? Music is probably as simple as replacing the "D_" file)

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