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Post by Async Unicorn on May 15, 2024 12:06:29 GMT -5
![](https://i.imgur.com/JXEfPNw.png) ![](https://i.imgur.com/nvMwvmB.png)
![](https://i.imgur.com/8OLWx8y.png)
![](https://i.imgur.com/JedUKBB.png)
![](https://i.imgur.com/vuE0tIt.png)
![](https://i.imgur.com/R5GOPIM.png)
DOWNLOAD=========================================================================== Advanced engine needed : Boom compatible Primary purpose : Single play =========================================================================== Title : SECTOR ALPHA Filename : SectorAlphaV2.wad Release date : 18.03.24 Author : Async Unicorn Other Files By Author : Various =========================================================================== * What is included * New levels : 1 Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : No Other files required : None * Play Information * Game : Doom 2 Map # : MAP01 Single Player : Designed for Cooperative 2-4 Player : No Deathmatch 2-4 Player : No Other game styles : None Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : I do not know. Editor(s) used : Ultimate Doom Builder Known Bugs : Shouldn't be any. May Not Run With : Ancient ports from the time of the crucifixion of Christ Tested With : Woof, DSDA Doom, GZDoom DOWNLOAD
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SilverMiner
You're trying to say you like DOS better than me, right?
Posts: 1,251
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Post by SilverMiner on May 15, 2024 12:50:42 GMT -5
Good, now it includes necessary textures
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StodgyAyatollah
Doomer
I'm not here. You're just imagining things.
Posts: 485
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Post by StodgyAyatollah on May 15, 2024 19:17:41 GMT -5
Nice map. Great detailing. Progression was a bit clunky for me though. Part of that was because I was a bit distracted when playing but I'm sure some of it was switches far away from doors coupled with all the backtracking. Had to stop quite a bit to think about what I was doing. A few of the door switches I think could have been better as stay opens without hurting anything.
Some of floor detailing with like 1 unit height difference could have probably just had the same floor height without losing anything aesthetically and would have cut down a bit on the sort of jagged/bouncy feel it has walking over. You can also use control sectors for fake floors to eliminate some of that when you have a lot of height variation in your detailing. It's not too bad in this map but just throwing it out there as an option for future reference.
Where the yellow key lowered didn't play out to well for me. I felt like it was going to be a lock in fight because of how long it took but was just waiting. I ended up leaving after I grabbed the key then came back later to trigger the specters since I saved the berserk and didn't want the chainsaw. Having the teleport closets triggered by the switch in the bathroom (possibly set up another vodoo closet to make them timed to trickle in) while the key is lowering may work better instead of using the berserk and chainsaw as triggers. I think the switch for the secret soulsphere is too hard to see where it is, being so low in a corner. Almost need mouselook on to have a decent chance of spotting it. Had to go into the editor for that one.
Overall though good work.
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Post by AskYourDrAboutUVFast on Jun 27, 2024 20:43:52 GMT -5
Async Unicorn I'm trying to make an effort to play more of the maps being posted here, not sure if this map is final but i treated this like I was playtesting the map. From an aesthetic point of view, the map is almost perfect. I spotted nary a misaligned or cutoff texture, and the detailing was plentiful and appealing (at certain points it made me think of the first map from 10x10). My big problem with this map is the combat, specifically the set-piece fights when getting the keys. The setup for these really left a lot to be desired and combat tended to unfold in sort of a sloppy manner. I spent most of the time in the video talking about this, but this is the area where I think the map could really see the most improvement.
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