[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.2653331 [View]
File: 820 KB, 768x862, H0J7sL.png [View same] [iqdb] [saucenao] [google]
2653331

>>2652812
>hello, did you see my fixed version? nobody commented on it.
Yes, I did! And I saw how you fixed it up. Sorry for not commenting, but many thanks. I don't know what to call you, but I'm gonna put a kind anon in the credits.

>as long as people keep making prboom-friendly maps, i'm okay.
I'm not going back to UDMF permanently, as I have to finish a second map in a two-map zDoom set I started awhile back. While I would like to get better at vanilla, next time I will definitely be using a texture pack (if I can get it to work.) Vanilla textures and scripting feels extremely limiting after starting on UDMF. Especially the part where I can make entire scripts activate at once so a fully furnished staircase can texture itself and pop up out of the ground entirely on it's own, using only 10 tags, all at once.

I do have a lot of fun mapping for Doom though. It eats a lot of time, but it's so easy to pick up that I recommend any long-time fan who hasn't, to start. In a time where people won't stop making new gameplay mods and weapon packs, I'd love to see more maps.

>> No.2576254 [View]
File: 820 KB, 768x862, Screenshot_Doom_20150730_041411.png [View same] [iqdb] [saucenao] [google]
2576254

I'm looking for any bugs, sequence breaks, crashes or the like.

Things I already know are an issue and/or won't be fixing:
>It's fucking small. Next maps won't be. Get use to claustrophobic combat.
>Every single door needs a pass over.
>Ammo and health are a little tight. It's not meant to be impossible, and I've been able to beat it on UV without secrets multiple times. Just be cautious.
>Any zDoom mod that has randomized enemies might not have the Cyberdemon disappear like it's suppose to.
>The music is a little loud. Some people might not like it. Full release will have a midi version optional, instead - Doom's sound font adds a lot of pizazz.
>Gen Room's Trap Door could be done better as to not break.
>Two areas look particularly lazy - the transition to the blue Gen Room and the T-Junction Hallway. May or may not spruce up later.
>Many ledges and desks have player-blocking definitions.
>If you have auto-weapon swap, you might get facefucked a few times.
>You can't normally 100% enemies because of a special friend.
>Double-Baron fight can be entirely skipped if you dodge long enough.
>A specific skellington has jumpscared me like four times, so there's your warning.
>Yes, it's a PK3 with CC4Tex thrown right in. Will combine later.

Things I really want advice on:
>Item/Monster Balance
>General detailing whoopsies that might have happened.
>How did the map make you feel, etc.

I've tested it with multiple gameplay mods, was able to complete it with all of them except an old version of qStyle which fucks up a keycard script. Insane difficulty mods like Hideous Destructor are not recommended. There's a lot of skellingtons.

Obviously meant for gzDoom. I'm not using any wacky gzDoom features, so it should work with old versions/Skulltag/Zandronum.

That's all. Have fun! (I hope.)

https://mega.co.nz/#!g1wCwSwY!2IX40LCaSHap4ykfmHdsrXFN31_m48GqOcZJaB8DJqc

Navigation
View posts[+24][+48][+96]