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/vr/ - Retro Games

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>> No.4567260 [View]
File: 2.87 MB, 320x240, Indignation-fda-1117-1.webm [View same] [iqdb] [saucenao] [google]
4567260

>>4565359
it is a shame you declared this map gzdoom-only as there is very little in it that is not vanilla enough to be portable. i was able to play through it in my prboom-based engine just fine. just don't open the menus or look at the title screen as M_DOOM and TITLEPIC are PNG files.

there are visual errors due to use of masked textures on single sided walls (what was once known as the tutti-fruitti effect - in my engine they show up as bright white due to an implementation detail), and 2s middle textures bleeding through floors, something that would be hidden by GL rendering. the small crate opposite the red key retains the flat from the surrounding floor, instead of using cratop or something appropriate. finally please conceal the many double-sided lines used only for decoration with the "secret (1s-wall)" linedef flag, as otherwise it looks like your map is full of secret doors that don't do anything.

i agree with previous commenters that the contrast between light and dark is excessive, IMO one rarely needs to go outside of the range 128-192 for effective lighting. i also agree it was on the easy side. the E1 influence was clear, particularly E1M1 green armour pedestal, and E1M3 catwalks over slime at the end of the map, but it is even easier than the originals, outside of initial shell starvation and forced pistol usage, at least until you get the chaingun.

demo:
https://a.uguu.se/IvZRfsRx6scx_Indignation-fda-1117.lmp
http://temp-host.com/download.php?file=fd03xt

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