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Frayed
Jul 16, 2024 5:29:04 GMT -5
Post by AskYourDrAboutUVFast on Jul 16, 2024 5:29:04 GMT -5
Digging that E2 skybox. Going to update the wad next time i play.
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Frayed
Jul 16, 2024 13:41:14 GMT -5
Post by mayhemicdestrvctor on Jul 16, 2024 13:41:14 GMT -5
i got stuck on e2m5, fortunately i did save right before i locked myself in there. I would advise doing a quick pass at your maps with no monsters on to ensure that the linedef actions are all functional and you can reach the exit every time. after this drop, theres a switch at the end of the hall that does something but i didnt see any action take place and nothing i shot at or wallhumped at got me out of there. skill issue
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SilverMiner
You're trying to say you like DOS better than me, right?
Posts: 1,251
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Frayed
Jul 16, 2024 14:05:34 GMT -5
Post by SilverMiner on Jul 16, 2024 14:05:34 GMT -5
why drink vodka if you could try to buy like 96% ethanol?
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Frayed
Jul 16, 2024 14:08:46 GMT -5
Post by mayhemicdestrvctor on Jul 16, 2024 14:08:46 GMT -5
thats for mixing
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Frayed
Jul 16, 2024 15:13:13 GMT -5
via mobile
Post by jforce on Jul 16, 2024 15:13:13 GMT -5
i got stuck on e2m5, fortunately i did save right before i locked myself in there. I would advise doing a quick pass at your maps with no monsters on to ensure that the linedef actions are all functional and you can reach the exit every time. after this drop, theres a switch at the end of the hall that does something but i didnt see any action take place and nothing i shot at or wallhumped at got me out of there.
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Frayed
Jul 16, 2024 15:13:26 GMT -5
via mobile
Post by jforce on Jul 16, 2024 15:13:26 GMT -5
i got stuck on e2m5, fortunately i did save right before i locked myself in there. I would advise doing a quick pass at your maps with no monsters on to ensure that the linedef actions are all functional and you can reach the exit every time. after this drop, theres a switch at the end of the hall that does something but i didnt see any action take place and nothing i shot at or wallhumped at got me out of there.
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Frayed
Jul 16, 2024 15:15:53 GMT -5
via mobile
Post by jforce on Jul 16, 2024 15:15:53 GMT -5
The switch at the end of that hall should lower a wall behind you with cacos. In where the cacodemons are is a square green button that lowers the lift down further. It’s a bit hard to notice, but it makes the player do a little sleuthing around Also, I have since updated the wad. There is a bit more health and ammo now. I was a bit stingy with the ammo At first.
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Frayed
Jul 16, 2024 15:21:51 GMT -5
via mobile
Post by jforce on Jul 16, 2024 15:21:51 GMT -5
Digging that E2 skybox. Going to update the wad next time i play.
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Frayed
Jul 16, 2024 15:23:34 GMT -5
via mobile
Post by jforce on Jul 16, 2024 15:23:34 GMT -5
Awesome! Glad you liked the skybox. I found that on Mek’s box o skies. I think he’s a user on doomworld. His Sky flats are free to use. Originally it was red and orange, but I recolored it in slade.
There is more ammo and health, but I think it will still be a little tight on pistol start. Pistol starts always make maps harder.
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Frayed
Jul 16, 2024 18:31:56 GMT -5
Post by jforce on Jul 16, 2024 18:31:56 GMT -5
i got stuck on e2m5, fortunately i did save right before i locked myself in there. I would advise doing a quick pass at your maps with no monsters on to ensure that the linedef actions are all functional and you can reach the exit every time. after this drop, theres a switch at the end of the hall that does something but i didnt see any action take place and nothing i shot at or wallhumped at got me out of there.
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Frayed
Jul 16, 2024 18:32:50 GMT -5
Post by jforce on Jul 16, 2024 18:32:50 GMT -5
So I looked at this, I have no idea why that wouldnt work, but it was only not working in crispy doom. I fixed the issue. The file was updated.
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Frayed
Jul 22, 2024 2:40:56 GMT -5
Post by AskYourDrAboutUVFast on Jul 22, 2024 2:40:56 GMT -5
okay i updated the wad. not sure if every map got a tuneup, but i found myself having a much better time running and gunning in these maps once i had a bit more ammo.
e2m3 is the first map where progression got really murky after the blue key switch. I complain a bit about this in the video, but also go over some suggestions to remedy it. My basic issue is that you have a switch behind the blue key door which raises some random platform on the other side of the map, with no way for the player to know it raised. This progression path expects the player to dive back into a room covered in damaging floor with no rad suit which totally goes against every instinct of a player.
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Frayed
Jul 29, 2024 11:31:57 GMT -5
Post by AskYourDrAboutUVFast on Jul 29, 2024 11:31:57 GMT -5
jforce enjoyed the E2 secret map, should probably consider slapping another cell charge into the BFG secret so players can have an nice even 80 cells (2 BFG shots) instead of 60. Some of these maps are getting quite long (15+ minutes) for the amount of action in them (80-100 enemies) so it was very nice to find the secret map which had a snappier run-time. One thing I am noticing is that the maps in this episode are starting to trend towards more obtuse progression then the previous E1 maps. I find myself more often hitting a progression switch but not knowing what it does. I also think it would be a good idea to try simplifying your lift setups. Many times I find myself having to hit a button that is quite far-away from the actual lift, which is a bit annoying especially when it feels like I should be able to just use the lift itself. In these longer maps it can be quite hard to keep track of which random switch in a wayward corner of the room controls a lift. Its a minor frustration for the player for sure, buit one that can add up on a map with an extended run-time and lots of backtracking. I know Ultimate Doom has fewer line actions than Doom2, so maybe you are constrained by that, but its a useful idea to keep in mind for future projects.
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SilverMiner
You're trying to say you like DOS better than me, right?
Posts: 1,251
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Frayed
Jul 29, 2024 12:33:30 GMT -5
via mobile
Post by SilverMiner on Jul 29, 2024 12:33:30 GMT -5
Ultimate Doom has all line actions that Doom 2 has cuz episode 4 uses blazing doors
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