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Post by voisynelvet on Jun 30, 2018 15:37:22 GMT -5
Now that it's released, I'll make sure to find as many inescapable pits as possible. I'll dock a star off for each one found. found 4. 1 of them during casual playthrough (map08), while the other 3 were forced. Btw that's not a bad thing, it's probably a side-effect of making layouts that don't suck. FDAsI lost a couple .lmps at the end so some of map 7 and map 8's fdas are gone... I think i forgot the -record flag when finishing the set. edit: btw the maps were cool. I played the first stretch a few weeks ago, then I got a little burnt out by the time of MisterCat's map and petered out around anonimvio's map. Then i finished them off today kudos, 40oz for making the ocean a 20% pit exit, also anonimvio's map was pretty robust; couldn't break that map good job.
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Deleted
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Post by Deleted on Jun 30, 2018 17:03:26 GMT -5
Thanks for the demos noisy!
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Post by Deleted on Jul 7, 2018 18:11:24 GMT -5
Map01 FDA. Fun little challenge. I agree the arch-viles were the highlight. Not sure why there are like three green armors (is it even possible to use up all of them?) but I guess there is always room for more green in the forest.
And here is Map02. Completely different feel from the previous one, I liked the contrast. Some monster usage was perhaps a bit too "fun oriented" for my taste (like all the demons that are ultimately harmless), but it was nicely mixed with more dangerous moments. A tricky revenant got me down to like 15% hp so obviously I can't say the map was easy. The lack of green armor worked well!
Map03. Unlike with the previous 2 levels, this time the midi was new for me, which certainly made the map feel more special. I appreciated the cheerful adventurous mood and relative scarcity of monsters, but I could have done with less revenants. Also now I'm actually playing with -complevel 2 as intended, hooray!
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Deleted
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Post by Deleted on Jul 7, 2018 19:22:46 GMT -5
Thanks for more memfy demos! I think one green armor was supposed to be taken out of MAP01, but it is what it is. I’m sure it doesn’t hurt gameplay balance so all good.
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CittyKat112
Doomer
Kitty cat one hundred and twelve
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Post by CittyKat112 on Jun 10, 2024 6:28:03 GMT -5
Beat this today and had a good time. MAP01: Cool but a bit ball-busting opener. That trap with two arch-viles almost got me killed lol MAP02: Liked the lighting in this map a lot. It's possible to get softlocked here. There's a switch that opens a closet with a single rev and a couple medikits in it and you can somehow close the door leading outside when you go upstairs or past the pinkie closet near the door. Had to reload a save because of that. Also I think that soulsphere secret could use a bit more signposting, I wouldn't have found it without using iddt and noclip MAP03: It's a fun map with nice combat and... Don't really have anything to add here MAP04: Probably my favorite map in the set. Loved the 'no bullshit' approach to combat design here. Here's ammo, some stuff to shoot and have fun! I died here when the arch-viles spawned in the starting area and realized I didn't even save lol, that's how fun this map was for me - I forgot to save lol MAP05: Liked the non-linearity at the beginning. Red key fight kinda sucks, it's very awkward to get a good shot at arch-viles with a rocket launcher without rockets hitting the floor. The combat and exploring was pretty fun, but the map got a bit confusing towards the end and I had a bit of a hard time finding the exit MAP06: This first fight is kinda awkward and the gray crate is the only viable option for cover in this room. Tricky map. After that first fight it gets easier, but I fucked up real bad during the blue key fight. I didn't notice the pathway to rocket launcher so I ran out of ammo and had to punch out two mancs. I died and had to reload a save. Still ran out of ammo and had to punch out a single manc but succeeded this time. MAP07: Fantastic map. Great fights, awesome visuals and I loved the feeling of grand scale. Judging by previous maps the resource pack doesn't have a shitload of different textures to work with, but they still managed to look good with the help of lighting and detailing. This map is a testament to that. Lots of great looking areas, really good lighting and there's a good variety in visuals here, too. I still managed to get lost because the map is so big, but I won't hold it against the map. There's a really cool section in the watery cave with blue torches, felt like it's a missed opportunity for some cool shadow lighting in here. I didn't like the secret switch hidden in one of the pillars in this section, don't think I would've found it without using cheats. You know what, this one's actually my favorite map in the set and MAP04 is second best now lol. MAP08: Nice slaughter-lite map. Died quite a few times here, but everything was fair. I thought the outdoor area looked kind of boring and empty until it got littered with corpses (imagine cringey skull emojii here). Wish I found BFG before I killed everything lol. The fights are fairly tricky and the traps rely on arch-viles a lot, but it still was pretty fun. Overall this DBP was a step above in terms of everything compared to the previous entry imo. Every map was fun to play and I never felt like any of them were too grindy or boring. Great job! Screenshots:
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Deleted
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Post by Deleted on Jun 10, 2024 8:44:34 GMT -5
This is probably my favorite early DBP. I really enjoy the simple forest theme of these maps, especially MAP04. The sky texture on this one is honestly one of my favorites from a PWAD as well.
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Post by AskYourDrAboutUVFast on Jun 11, 2024 3:25:12 GMT -5
nice, this theme sort of missed me. It didn't feel really forest-y and the intermission pic of arnie in the jungle always seemed wrong for a forest wad. I single segmented all of these a year or two ago but honestly I couldn't describe any of the maps to you, other than I remember one or two of them feeling pretty long. I'm looking forward to giving this another playthrough though.
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