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Post by joe-ilya on Sept 3, 2019 16:59:23 GMT -5
8 maps with the theme of hell combined with earth. 1 : My Little Hell by Naza 2 : NV by Joe-Ilya 3 : Emerald Flowsion by Glenzinho 4 : Flaming Fury by Grain 5 : Demon Castle by Redead ITA 6 : Heatstroke by Bigolbilly 7 : Broken Shrine by an0n 8 : Obsidian Recreational by Joe-Ilya & Vertigo Link : www.doomshack.org/uploads/DBP15.zip
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Post by Deleted on Sept 3, 2019 17:12:44 GMT -5
Excellent joe, well done to you and all the mappers this month... Especially you newcomers, come on back for more, you're all more than welcome!
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Post by skdursh on Sept 3, 2019 19:10:00 GMT -5
Epic. I was starting to get scared something catastrophic happened to prevent its release. Stoked to slay some demons. Thanks everyone who made this happen. I love DBP releases.
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Post by naza on Sept 4, 2019 10:49:46 GMT -5
Crossposting from Doomworld. I made it until MAP06 so far, and despite gameplay being absolutely not up my alley, I rather like the visual aspect and the strong sense of theme. Favorite map so far would probably be Glenzinho's, although I am not sure why MAPs 2-4 are before MAP05 which is rather easy.
I must, though, express my dissatisfaction with the edits made on my map without my knowledge. The edit which I requested, the removal of the Super Shotgun on UV, wasn't done, and I would have been okay with it. However, I'm not a fan of the edits that were done, such as the gases being slammed to nearly every wall (which don't make much sense in that regard - lava gases are okayish) and moving the player start near the exit of the map, which makes for a rather weird opening.
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Post by joe-ilya on Sept 4, 2019 14:15:56 GMT -5
I'm sorry naza, I just wanted to represent the theme a little better, so I added steam near lava and lava falls, along with grass midtexs and the opening shot to be more impressive, so I moved the player start for that effect, the gameplay is still the same, and the super shotgun is absolutely necessary to kill the imps inside the cages so that players who want to max the map won't have to kill the imps in the cages slowly with a pistol.
I like to have the difficulty curve reset halfway through the DBP mapsets that I host, so that players will have an easier time to play the whole mapset in one sitting, and have a little breather once they reach the middle point.
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Post by Deleted on Sept 6, 2019 11:55:34 GMT -5
Worst least liked boards project fdas
MAP01: idk what to say, I'm sure it was red
MAP02: pls put even less ammo the next time, the good thing is that you found a place for this turd
MAP03: not bad, spent lots of time to understand where to go after the RK, the imp horde looked fun
MAP04: competently done and looks well, not a big fan of this kind of gameplay with lots of cramped setpieces
MAP05: this wasn't bad, it looks raw and it's amateurish but the ideas were there and it doesn't overstay it's welcome
MAP06: Billy strikes again with a gem that looks almost wasted here
MAP07: welcome back but where's the exit???
MAP08: maybe the gameplay idea was fine to make this map work given its layout. Seems that I choose wisely to stop wheere I died. Wtf 4 arch-viles after the yellow door, followed by other 4 on the lift. Wtf is going on on the outdoor?? 400 monsters crammed there, plus other 6 avs because.
And on top of that joe you didn't even made the difficulty settings in MAP02 and MAP08, the ones you "worked" on, I'm not even sure how they are implemented on the others. It's funny how 4 maps, half of the wad, all start with a mandatory switch to shoot.
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Post by naza on Sept 6, 2019 12:57:13 GMT -5
MAP01: idk what to say, I'm sure it was red
S'that good or bad?
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Post by wintertowns on Sept 6, 2019 15:22:17 GMT -5
UV playthrough demos of map 1-7.
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Post by Deleted on Sept 7, 2019 3:44:38 GMT -5
Thanks for the demos yet again gents, you in particular wt, I like watching your style of play bro.
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