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Post by Deleted on Jun 4, 2019 4:21:09 GMT -5
Into The Storm is an extended episode for Doom 2 designed for limit removing source ports made by various GREAT AMAZING members of Doomer Boards. MAPLIST:
MAP01: WATER OUTPOST by WalterCMAP02: DELUGE OF THE DAMNED by DoomCureDaveMAP03: NULL AND VOID by GlenzinhoMAP04: BLUE GEHENNA by Big Ol' BillyMAP05: WARPSTAR by MantistobogganMAP06: FOLLOW THE REAPER by ChaingunnerMAP07: ABALASTER SANCTUM by SuperCupcakeTacticsMAP08: XYZTUNE SHRINE by Xyzzy01MAP09: GOTHIC THUNDER by SuperCupcakeTacticsMAP10: LOCALIZED ENTIRELY WITHIN YOUR KITCHEN?! by Joe-Ilya
Wow we have a lot of maps and mappers this time around! Thank you so much everyone! You can download this WAD of thunder here!If there are any issues, suggestions, or critiques you have (especially of my own MAP07 so I can see about improving) please let it out loud and proud!
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Post by Deleted on Jun 4, 2019 4:27:34 GMT -5
Outstanding! Well done everyone and three cheers for the Cupp! Alright, maybe four cheers
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Post by Deleted on Jun 4, 2019 12:09:44 GMT -5
I'll be taking notes on what to change for v2 with bug reports and implementing more playtester feedback over the next few days.
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Post by Deleted on Jun 5, 2019 12:15:22 GMT -5
Fdas, recorded on prboom+ cl2
This month I did many fails where I died when the map was almost over. I was hyped for the return of memfis but he didn't make it in time it seems This wasn't my favourite theme, some things turned out to be interesting but in other cases, especially when the maps aren't so interesting on their own it made the things duller.
MAP01: a no-health map was a nice idea for a more spicy opener with a fair challenge, the first 2 armor bonuses are floating MAP02: Cool to see a new mapper on the board and it was a decent first(?) attempt but I didn't like this map. The lack of lighting variations is the worst offender and it's even more glaring when all the flats and walls are the same color. I was actually having some ammo problems in the first parts and then the ammo started to be too much. Combats were so boring, big flat areas with not so much going on. The weapon progression made no sense, I spent almost all the time with the shotgun and chaingun, you find the SSG late. The plasmagun and rocket launcher come way later, while not so far from the start you can find cells and rockets. The sky details on the rocks are nice, just be careful with these kind of stuff that don't look so good. After reading the comments on the development thread I wonder if I played the same map that you did guys. How much has it changed? MAP03: that lift sound was too fucking loud with 8 lifts activating at the same time but this isn't your fault. That was an interesting use of the spiderdemons and I didn't expect them to come like that in the main area, I wanted to make them infight but I realized I couldn't do it so I tried to rush to the exit without success. The side area had some very fun setups, the cloudc of cacos was my favourite. MAP04: Cool setting and I liked a lot the key setup. The big fight when the central building opens was cool and not overdone, that archvile was spot-on. MAP05: Not so different from your maps on Lilywhite Lilith but here the problems were accentuated, the gameplay was less interesting and the atmosphere and theme weren't strong enough to make up. The start with that arch-vile was cool but after that it's like the map stops, there are these massive areas with few scattered monsters. It felt random in a bad way. I'm not sure if I have to take this as a subversion of a normal map, or like trolling the player, with stuff like that southern garden with all the ammo where you usually expect that something big will happen, but it doesn't.
MAP06: Very well detailed and has some good castle architecture. The gameplay was tough in the right measure.
MAP07: This was classic cupcake style map. The mechanic of the teleporting lines for the monsters scattered seems very interesting, I guess it can make things different on each playthrough.
MAP08: Weird level, in a similar vibe to your other map in one of the prevous projects. I realized late at the cyberdemon that I was given an invisibility and ended to ate a rocket
MAP09: lol
MAP10: A rather brutal remake of Tricks and Traps. The balance seemed allright, maybe the ammo and health were a bit too tight but I discovered in the editor that I missed a secret soulsphere tho.
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Post by wintertowns on Jun 5, 2019 17:05:36 GMT -5
Thanks.
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Post by Deleted on Jun 8, 2019 7:00:15 GMT -5
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
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Post by joe-ilya on Jun 8, 2019 8:19:46 GMT -5
I'll be streaming this mapset today at 18:00 IST just like I did with the previous DBP. (No saves and all that)
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Post by Deleted on Jun 9, 2019 1:57:16 GMT -5
Latest and (hopefully) final version is v1.1. It's in the link Cuppy provided for v1.0, here and on DW. Amongst minor fixes, mantis' MAP05 has more teeth in the second half now and should lay to rest concerns that gaspe as well as other playtesters like myself have had. EDIT: It's now v1.2 in Cuppy's zip link. This is the version that's going to idgames. It's still labelled v1.1 inside the zip because Cuppy EDITEDIT: This is DBP12 v1.2 for sake of clarity
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