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Post by Washing Machine Enthusiasts on Nov 9, 2020 5:57:28 GMT -5
This post is outdated. Read down for the current post or click here to find out what it's all about, and click here to download the current release.
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40oz
diRTbAg
Posts: 5,534
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Post by 40oz on Nov 9, 2020 10:08:18 GMT -5
This looks pretty cool. You guys interested in watching me play this on stream?
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Post by Washing Machine Enthusiasts on Nov 9, 2020 15:58:44 GMT -5
This looks pretty cool. You guys interested in watching me play this on stream? Absolutely! Always interested in any demos, videos or text reviews - especially if the stream is archived as we're spread across a few timezones.
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40oz
diRTbAg
Posts: 5,534
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Post by 40oz on Nov 9, 2020 18:11:15 GMT -5
Aight I'll give it a go in a couple hours [countdown:40oz plays Temporal Tantrum=November 09 2020 08:00 PM -5] 40oz plays Temporal Tantrum[/countdown]
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40oz
diRTbAg
Posts: 5,534
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Post by 40oz on Nov 11, 2020 18:15:00 GMT -5
Here's some demos. These are the same recordings from the stream linked above without the commentary. I don't think I had very clear thoughts about these maps while I was playing, but I rewatched my recordings and have some notes below. Keep in mind that I enjoy Doom's classic beastiary a lot just as it is and I usually don't really like new dehacked monsters much at all. Not to imply its bad dehacked work, I just don't think dehacked monsters do much to add to the game without making it the game more frustrating. I'd like to see these new monsters get proper introductions similar to MAP07: Dead Simple. Just give me one or a bunch of one kind, some good weapons to play with, some powerups, and a playground to fight them in so I can get a hang of what they're all about.
MAP01 - This one is pretty tough if it's an opener. It killed me a few times. Blue key trap was pretty deadly, and the exit room ambush was pretty tough too. New monsters are introduced pretty early. The map might be fine if its in like a MAP04-MAP08 slot of the megawad but if not I think a few extra health and ammo items here and there and/or some armor would help.
MAP02 - the opening fight is pretty tough unexpectedly. Might want to consider thinning out the monsters in the first fight and/or substituting the nukage in the start area with nondamaging floors. if it's an early mapslot. Sometimes what I do if I make a map with an abrupt opening is to build a new start area that's easier and have the current start area be the second monster encounter. It played easier than MAP01 imo. The rest of the map feels more comfortable as I advanced. I enjoyed it quite a bit.
MAP03 - The opening of the map was pretty good. I like the traps. I didn't like the spectres in the dark room though. I don't like invisible enemies in general. Pinky demons would do just as fine. I'd consider making the force field that seperates the techbase from the egyptian part disappear when the switch is pressed. I don't have a lot of experience with MBF format, but there's trickery with instantly raising/lowering floors that can make it go away. I couldn't tell at first that i could simply walk through it. The outside area is a little boring and bland. It seems like a great place to have a massive wave of imps or pinky demons, but everything is really spread out and sniping at me from a distance which killed me unexpectedly a few times and was a little annoying. Once I take the snipers out, I can simply go to each switch of the puzzle one after the other to get to the exit. The consequences for pressing the switches are pretty light. I'd consider hiding a lot of the sniping monsters and then teleporting them in/raising them out of the floor after pieces of the puzzle are solved, for a little extra flavor. The exit room was just two imps and some shotgun guys. I definitely expected to be in for something tougher by then. Remember to use linedef actions to trigger in more monsters in this area like you did in the first part! I appreciate that the bars on the nukage river towards the pyramid are impassable so I don't get stuck in the out of bounds area of the map, but they look like I can obviously jump over them for a possible secret or something. It would be better to raise them higher instead.
MAP04 - DNF sorta. There's a stimpack in the starting room but as far as I can tell I don't think there's any possible way to come back to it when I need it because I have to drop down to wake up any monsters. If you're gonna have this many hitscanners, I'd highly consider dropping in some armor items or a lot more health. There's a lot of traps in this but I don't really know why. It makes sense when I get the skull key or the super shotgun, but other times when I'm just walking down a hall way, it seems like you're just trying to kill me for being here, which doesn't really feel fair or fun. It's more fun when the player is given hints about a trap so they can be more alert about it. There's a big bad arena fight where the rocket launcher is but it seems optional because I already had a rocket launcher by the time I found it. This seemed like the most brutal encounter in the map. This map is my first introduction to the new cacodemon but I had to deal with it while fighting a Cybie and a fleet of other cacos. The Cyberdemon ended up killing the new cacos for me so I didn't learn anything from it. I didn't finish, because I didn't love the map enough to give it a whole nother go. I did kill everything in my play, so I just called it a win. I died after I dropped into the rocket launcher pit with low health and had to be killed by damaging blood in the only path to escape. I'd consider dropping in some early armor items in this map and extra health items. You might want to think about possibly making the rocket launcher room mandatory by putting a wall in front of the exit room with a switch inside the rocket launcher room that activates it because it seems like a waste to make it optional. Though I'd also highly consider dropping a soulsphere or megasphere in the rocket launcher arena because the rocket launcher is especially dangerous to use in there and it's a pretty tough part with any other weapon.
MAP05 - I liked this map a lot. I like the monsters set ups, It was tough while being light with the enemies. I did die a few times but I enjoyed it and didn't mind replaying it when I did. Pretty good attention to good gameplay here, which is most important above all else. I'm spitballing here but it would be cool if this map had some identifiably unique characteristics in its appearance, like a particular color scheme or a special landmark in it. Some extra wall details and/or some windows to show the outside could give this map some depth. The surprise Diabloist caught me off guard. Like the other new monsters I would have preferred a more proper introduction. I've seen these same sprites used before but with different attacks, different HP, etc. so I never really know what to expect. It killed me a few times because I didn't have a lot of expendable ammo and wasn't sure how many shots he takes to die, or how to properly escape his attack yet. Maybe a proper diabloist dead simple map before hand would have helped but honestly I think a regular archvile or a pair of revenants would have been better.
MAP06 - DNF I tried to beat this map a bunch of times, but it did get frustrating. The map has a lot of light sources but its still very dark and the light sources flash making it hard to see in combat. I think light textures around the door frames would be nice so I could keep an eye on where i can go and where monsters could be coming from. I think the map depends a little too much on berserk punching. The new skellies are really tricky to punch in large groups and the light ammo doesn't get you very far with your guns. An early super shotgun might be really useful here. The blue key area and trap could probably be softened quite a bit. I couldn't really figure out a way to get through it. The rocket launcher seemed too dangerous against these super fast enemies and the supershotgun doesnt kill fast enough before I start getting cornered.
MAP07 - DNF I didn't like playing this map much at all. It looked pretty cool from the start area but 500+ monsters with the vast majority of them being hitscanners was not cool. I pretty much totally relied on cover and peekaboo covershooting not to die which drags out the gameplay a lot. Not very fun imo. I'd be curious to watch the mapper beat his own map. I would save a backup of this map and try making a version where you replace all the health items in this map with an invulnerability sphere or two per room and give it a ride. Then instead of healing, the player can decide when is the right time to go rambo and shoot up as much as he can before time runs out. I think that would be more fun and interesting without having to completely rework the monster placement.
MAP08 - DNF It's a bit above my skill level to beat from pistol start without saving. Very good looking map stylistically. Reminds me of something skillsaw would make. The beginning of the map seems to count on infighting a lot and I was a little burned out from the previous maps so by the time I got here it was tough to give it my full attention. 500+ monsters is a bit of a turnoff for me, but from what I saw it looks pretty promising. Unfortunately because I didn't get very far outside of the starting arena I don't have many notes to give.
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Post by lunchlunch on Nov 11, 2020 19:36:26 GMT -5
Thanks for taking the time to stream our project and for giving criticism for each level. We'll definitely need some good introductions for each new monster. I like the idea of a Dead Simple type arena for learning to fight a group of the same type. What Is Love and The Inner Realm are going to be heavily reworked to be less frustrating, particularly using your advice about being nice/accommodating to the player to give them more freedom. More health, more ammo, and some horde thinning. And a whole lot of other stuff. These are levels that I would beat 1/4 times in playtesting and I thought that ratio would translate to other players but I'm thinking now that as the author, I should be able to beat the maps every single time and that will translate to a more enjoyable experience for others. Thanks again.
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Post by Washing Machine Enthusiasts on Nov 12, 2020 3:53:06 GMT -5
I second lunch lunch's views, and thanks again for offering your time.
With regards to Jungle Massacre, you already had the rocket launcher because you found it in a secret. Without it the rocket launcher room is less optional: it would be a brave player that takes on the final room without the rocket launcher (unless they've found the secret plasma gun, but that's harder to find than the secret rocket launcher). That being said, it is possible to speedrun the map without either if you're not going for 100% kills.
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Post by Washing Machine Enthusiasts on Feb 10, 2021 7:51:46 GMT -5
New demo released! We're now up to 14 maps; full credits in the spoilers below. This is intended for MBF-compatible source ports and was tested in PrBoom+, complevel 11. Due to a music change in one level, it will have slightly limited functionality in MBF, Woof or old PrBoom (i.e. not PrBoom+), but should otherwise play fine. drive.google.com/file/d/1ixKfX-6PTfhta-pLN_DcTkrWrZmpN4lP/view?usp=sharingChanges since the last version: - Six new maps
- Maps are now sorted by episode (although episodes are still quite short as many maps are yet to be added)
- Episode functionality is implemented in Eternity and ZDoom
- Note that death exits are not yet implemented, so people playing continuously in PrBoom+ should pistol start at maps 01 (obviously), 03, 05, 06, 09, 11 and 14
- Difficulty levels implemented for all maps except MAP13
- Changes to older maps based on feedback received from testers
Map list (maps new to this beta are in italics):
Episode 1: Underground Umbrage MAP01: Retox by Washing Machine Enthusiasts MAP02: They Feast on Afterbirth by LunchLunch
Episode 2: Cold Choler MAP03: Smite of Disrespect by EnragedEggplant MAP04: Cold Reception by Washing Machine Enthusiasts
Episode 3: Mesoamerican Menace MAP05: Ferox by Washing Machine Enthusiasts (note: previously called Jungle Massacre)
Episode 4: Gothic Gall MAP06: Pious Ennui by EnragedEggplant MAP07: The Diabolist by LunchLunch MAP08: Wicked Dracula by LunchLunch
Episode 5: Automated Animosity MAP09: Nemesis by Washing Machine Enthusiasts MAP10: What Is Love by LunchLunch
Episode 6: Pharoah's Fury MAP11: Flood of Accusations by EnragedEggplant MAP12: Poison of Envy by EnragedEggplant MAP13: Temple of Karmack by Brxyz
Secret Level MAP14: The Inner Realm by LunchLunch
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Post by Washing Machine Enthusiasts on Sept 12, 2021 3:05:36 GMT -5
Temporal Tantrum (Test Version 3) is now out! Featuring 19 MBF21-compatible maps by Brxyz, EnragedEggplant, Lunch Lunch and Washing Machine Enthusiasts across six episodes, with five custom enemies to fight! See it in action here: https://www.youtube.com/watch?v=VXxCe8zvJXY
Please note this is a test release. We are still working hard to add more maps and improve existing maps. Please report all bugs, and all suggestions are welcome. This WAD requires an MBF21-compatible port to play (list here). If you try and play it in a different port, some maps will break. New release - OP edited with the details.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,046
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Post by matador on Oct 2, 2021 11:08:50 GMT -5
This looks cool. Played a tiny bit of the first two levels and enjoyed it. Might try and give you guys some demos if I have the time to.
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Post by lunchlunch on Oct 2, 2021 15:36:35 GMT -5
I think we'd all be thrilled about some demos if you get the chance
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Post by Washing Machine Enthusiasts on Oct 5, 2021 22:29:33 GMT -5
I think we'd all be thrilled about some demos if you get the chance Absolutely - demos, playthroughs (40oz if you feel like giving it another go), all are appreciated.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,046
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Post by matador on Oct 7, 2021 1:57:18 GMT -5
OK, I played the first three episodes and made demos for all of those levels. Not sure if difficulty settings were implemented or not, but these demos were all recorded on HMP in Eternity. I'll write up my thoughts on the latter two episodes later, don't feel like typing them out right now but I'll put the demos up. Will probably return to finish off the rest of them next month or so, time permitting. Episode I: Underground Umbrage
Map 01: RetoxI recorded a continuous demo of the first two maps (but I died on Map 2, so I just pistol started the rest) before I did this one and played your map a bit better in that one. Nice breezy little opening map, just the right difficulty for a Map 1. Good introduction to the fast skeleton, which I liked a lot. Only found one secret. - There's a weird visual glitch at the end stairs by the exit. Looks like it might be a node builder error or something. - There's a couple of areas where the floor and ceiling is lit where you could raise up the ceiling to hide the lighting on the ceiling (or alternately, you could maybe place lights on the ceiling). The starting pillars are a good example of what I'm talking about. This is very nitpicky though, it's not a big deal. - It might be nice to put the health in the nukage tunnel (that leads to the platforms for the computer secret) in alcoves as I picked up health I didn't need yet on a couple of occasions. - The computer map secret was really cool, despite the fact that I was really bad at getting it the second time around. - I liked the maze area with the radsuits, it was fun to deal with a 'manage the radsuits' gimmick in a sort of low-intensity environment and I liked navigating to get the soulsphere. - Health and ammo balance was good. Maybe a bit generous with the health but I think it's OK since it's the first map. - I think there could be more detail in certain areas, like the opening room, to break up the walls a bit more. Maybe some inset computer panels or little pipes along the wall or something. Map 02: They Feast on AfterbirthThis was a fun map and it plays pretty well continuously, though it's noticeably a bit harder than Map 1. - What I said about Map 1's lighting applies here as well, I noticed a couple of areas you could raise up the ceiling to hide light. I'd have to double check but it seemed like there was a light over the plasma gun but nothing on the ceiling where the light would come from. - I liked the fast skeleton / pain elemental fight and it works well coming off of Map 1 which introduces the new guy in a more low intensity way. - The plasma guy is introduced OK but it's a bit weird seeing him pop up so early since he wasn't in any of the other maps in the first three episodes. - I don't think the flying spider fight quite works. It puts pressure on me when I haven't killed the imps but it's not much of a threat afterwards. I found it really tanky as well and the peekaboo method of popping in and out of cover to fire rockets at it until its dead wasn't the most engaging fight. I'm not sure if it's supposed to be a boss enemy but it felt more like a common enemy to me, other than it's high HP. Episode II: Cold Choler
Map 03: Smite of DisrespectFun short little map, a nice gentle opener to the new episode. - I feel like I sort of cheesed the first teleporter ambush a bit but I liked that it foreshadows the later (harder) teleport ambush. - I liked the floor detailing in that blue corridor with the little floor lights. - The fight in the dark with the spectres/hell knights was cool. I liked having sort of low-tier but mildly tanky demons coming at me from one side while I'm trying to avoid the big tanky hell knight until I can get the SSG. Not sure why it didn't quite go the same way on my second try but it was really cool the first time around. - There's a few areas here and there where I think the wall textures could be broken up a bit more with more detail - I liked the destroyed wall at the start, I think the map could use more of that sort of thing. - As mentioned with the previous maps, there's some areas you could raise the ceiling to hide the ceiling lights. - The transparent effect on the teleport gate was cool. Map 04: Blizzard WizardA bit trickier than the previous level but nothing too tough. I think I liked the previous Eggplant level a bit more though. - There's a big slimetrail in the first cavern area. - There's a couple areas here where I think the walls could be broken up a bit with more detailing, maybe. - I liked the icicle ceiling details but felt they got in my way during fights. They should definitely stay but maybe they can be moved a bit so they don't intrude on the fights so much. I was a bit salty at how I died fighting the archvile in the second cavern. - The more techbase area with the hell knights looked cool, I liked the floor detail with that strip of lights. - The fights get a bit more devious here but they're still pretty fair. - I liked the floor detail in the tech area where the hell knights are. - As mentioned with the previous maps, there's some areas you could raise the ceiling to hide the ceiling lights. Map 05: Cold ReceptionNice map, kind of feels like Dead Simple on ice. Kind of inline with the previous two difficulty wise. This sort of feels like a training ground for ice physics, would be interesting to see if this gameplay mechanic pops up somewhere else. - I appreciate the little patch of ice at the start, it gives the player a chance to get used to the ice physics before any combat begins. - As mentioned with the previous maps, there's some areas you could raise the ceiling to hide the ceiling lights. - Nice introduction to the new cacodemon, I appreciated getting to fight him on solid ground and liked that the final fight with them was on ice. - I liked the little boom tricks like the deep water effect, very cool. - There's a couple of places where you could break up the wall textures a bit with more detailing. - The new cacodemon is scary. Episode III: Gothic Gall
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Post by Washing Machine Enthusiasts on Oct 9, 2021 4:10:41 GMT -5
Thanks very much for the demos! Just released a hotfix (same link as before, so just redownload) that fixes a softlock on MAP01 and updates MAP07 to the correct version (the original release had the wrong version).
Matador - all useful feedback, we'll look into those for the next substantive release.
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Post by lunchlunch on Oct 9, 2021 4:27:47 GMT -5
matadorLove the demos, thanks. Especially cool to see a HMP run, I don't think we've seen one yet (difficulties are in fact implemented). I watched them the other day but forgot to say thanks. To answer a couple comments on Afterbirth- I'll have to raise the ceilings for the light in those sections, this map was made before I knew that trick, thanks for pointing those out. I think the plasma marine introduction is a little sloppy as well but I do like introducing it this early in the game. It is strange though that he doesn't make another appearance for awhile on HMP but on UV he's used a little more. I think I'm the only person to use the flying mastermind in this project and in both maps I don't think I used her very well. In line with your thinking, I kind of like the idea of halving its health, this monster night be more versatile/fun to engage with that way.
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matador
You're trying to say you like DOS better than me, right?
I feel asleep.
Posts: 1,046
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Post by matador on Oct 11, 2021 17:23:09 GMT -5
Edited my post to spoiler the feedback for readability and added feedback for Episode II.
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Post by Washing Machine Enthusiasts on Jan 23, 2023 0:27:30 GMT -5
After over two years in development, it's finally completed! Version 1.1 is now out. See the trailer here: Download the release here. Temporal Tantrum is 28 exciting maps over seven themed episodes (underground, snow/ice, Gothic, jungle, starbase, Egyptian, ???). It includes five custom monsters. Maps by bartekmil , brxyz , enragedeggplant , lunchlunch and of course myself.
The difficulty varies map-to-map and episode-to-episode, but most maps should be well within the range of most players, except for a handful in the later episodes. Very few maps could be called slaughter.
The story: the UAC has developed new gate technology that connects any two points in time and space. The UAC has now reported that they have lost contact with the secret facility housing the prototype gate. You have been sent to investigate. Your superiors suspect another demonic incursion. If this is what has happened, your orders are to stop the incursion by whatever means necessary. Temporal Tantrum requires a UMAPINFO and MBF21-compatible port to play. To test if your port is compatible, open MAP01. If stock music is playing, your port is not UMAPINFO-compatible. If falling off the path softlocks you instead of killing you, your port is not MBF21-compatible.
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Post by Washing Machine Enthusiasts on Jan 26, 2023 22:13:17 GMT -5
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Post by Washing Machine Enthusiasts on Jan 30, 2023 7:43:11 GMT -5
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Post by AskYourDrAboutUVFast on Feb 2, 2023 19:53:25 GMT -5
here are some FDAs for v1.2 on UV in dsda-doom v0.25.0 (these are dsdademos with save and loads and will only playback on dsda-doom v0.25.0+)
MAP01:
cool opening, i like the underwater section. If this is a blacksite, did i get waterboarded? There is a mistexture on one of the large columns in the room with the first enemies, I punch at it in the demo. In the room with all the imps on the computer terminals, there is one large silver terminal at the back that is pressed right up next to the lift which basically obscures the entire lift, which feels kind of clumsy. If you block the final enemy's teleport destination, they never teleport in. Only found one secret. Some neat tricks in this opener and I liked the barrel conveyor arena, that was pretty fun. Some areas felt a bit pointless, like the path that takes you across a 3d bridge in the first room. Was there something there I missed?
MAP02:
wasn't too thrilled about the start of this one, seemed a little unreasonable to have to pump-action so many pinkies in the first room so i booked it. But then the second room was full of specters as well -__- Would have much preferred to have berserk early and punch everything. At least you gave it out before the slime maze full of specters or i probably would have skipped the rest. I appreciate that the slime pits have teles out, and the RL fight and the chasm bit were alright. I'm just not a fan of these snoozy maps where i wander around wondering when i'm going to get a real gun to deal with all these tanky hp enemies.
MAP03:
sigh, im not having much luck. I mean this is pretty good for a chainsaw focused map, so if you are into that sort of thing, then this is probably a good map for you. I appreciate that you can speed through the first room and skip having to chainsaw the ungodly amount of pinkies and specters. I usually got pretty shredded in the hitscan hallway and i pretty much had to restart the map because i was so low on health i kept dying to either the crushers or cybers. I got pretty screwed at the pain elemental room the first time because i didn't drop down right away, and then i ran out of ammo and got blocked by the unending stream of lost soul spam. I think this room would work better if the enemies all woke up once the player dropped in.
What I liked: the subtle use of conveyor belts here, the crushers were mostly fun and helpful and they work great in the cyber room to keep the pressure on you, the high octane midi, and i like the nasty cyber demon placement. What I didn't like: not a fan of the metal switches facing away from the player placed 64 units from the wall in the PE room. I don't really like the secrets in this map either. The ammo secret is pretty obscure (had to open udb) and it is in a place where the action is so crazy that there is no way you would notice it while fighting through that hallway and then you never return to that room again during normal progression of the map. The other secret comes when the combat in the map is basically over, and it is just another green armor? cmon. At least if it was blue armor or a supercharge continuous players would get some benefit out of it.
This map is sort of working against itself imo. You have the driving midi pushing the action, the cyber room with the crushers adding pressure on the player to keep moving, and at the start you can sort of speed through the first room and I like that you sort of have to push into the caco blocking the door and the hitscan enemies in the hallway so the other caco doesn't snipe you in the back. So lots of run-n-gun action which is fun. But then working counter to all that is you expect the player to rely on the lowest tier weapons (chainsaw/pump-action), there are a bunch of super tanky enemeis to kill (room full of pinkies/room full of PEs/shotgunning a manc), and at the end you have to sit around and wait for the cyber to get crushed. Just my thoughts.
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Post by AskYourDrAboutUVFast on Feb 9, 2023 23:18:52 GMT -5
MAP04:
Right off the bat i liked this midi and the opening room. Always appreciate when I can see the composition of the fight before starting it and thank you for the SSG right away you fucking hero. The PE and crack skeleton fight is excellent, i got stuck in a hallway and they fucked me up quick holy christ. I didn't realize when I fought them before that they actually slow down a bit after getting hit, thats pretty cool. I kinda wish the little arena for this fight was lock in so it couldn't be cheesed by leaving. I managed to find both secrets, although the lunch-style secret one was purely dumb luck. I got raped by a closet full of nightmare chaingunners, yeesh. I think the pain floors in the final arena hurt the map a bit. I tried to go down in the gray slime and between the pain floor, the specters, and all the pressure from the snipers in this room I was quickly disuaded from the notion. I wound up circling around and killing all the snipers up on the top shelf area from afar which felt pretty clumsy. Only later did I realize that you could go up there and engage all those enemies up close, which probably would have been more interesting. Maybe the pain floor has to stay to keep the player from camping back there, but having like a small non-hurt path and maybe some bread crumb items to lead the player back to the lift there would be better. Actually the more I think on it, if the specters were just regular pinkies I might have gone back there and explored even with the damaging floor. It was really hard to determine under fire how many specters there were down in the pit so I just opted to stay away. Maybe light up the lift as well, I had no idea it was back there. The flying spider demon was pretty meh, it turned into a peek and shoot fest. Good map tho.
MAP05:
Whew boy, i was a little worried about this map when i was tossed into yet another iwad style dark maze with just the single shotgun to take on enemies. I appreciate the quick SSG though. I wasn't big on the blue key fight. Sitting an camping a teleport as about 40 hitscanners teleport in is kind of a snooze fest. The switch behind the blue key is realy fricking loud. Im not sure how many sectors are moving there but merge some of them together plz. I thought the blue room setup with the mancs and the imps was pretty good, didn't even mind the hitscanners. This map was short and sweet, even though it started of sort of rocky, I enjoyed the end and so it left a good impression.
MAP06:
Damn the SSG drought continues, sigh. This map, lets see...i liked the ice cave, although the roof seems way too close to the player head on the top step area and also there is a blocking light sprite right in front of path up to said top step which makes traversal a little annoying. I liked the hallway with the crack skeletons and chaingunners. I probably should have died here, but the chaingunners were like zen monks. The bars that get lowered by the switch at the end of this hallway should all be joined together, they are quite loud. Another good hallway with the hk's and arachnos. The final room, i like it but I had no idea what to do the first time i went here because i never picked up the RL, so i didnt know wtf was going on here. You should definitely put a second rocket launcher on the lift to prevent this from happening. Pretty good map overall. I liked the midi.
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Post by Washing Machine Enthusiasts on Feb 11, 2023 15:58:12 GMT -5
Thanks for the demos and feedback, please keep them coming! I've been working on an update with other minor fixes, so this helps.
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Post by Washing Machine Enthusiasts on Feb 27, 2023 0:13:12 GMT -5
New version 1.3 that adds par times and makes minor gameplay changes to MAPS03, 06, 10, 12, 19 and 22 based on feedback, as well as fixing a couple of remaining bugs and a whole host of minor niceties (e.g. merging sectors to reduce sector movement noise). The full changelog is in the text file.
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Post by Washing Machine Enthusiasts on Mar 23, 2023 22:29:59 GMT -5
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