Maps of Chaos - Overkill RC1 out!

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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

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Armaetus
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Re: Brutalized Doom & Doom 2

Post by Armaetus »

It's actually a version for Skulltag I edited myself, right here. The main difference between it and the original test3 is that the projectiles are slower and the monsters have original health and firing frequency to lessen the chance of death while recording (for most part).
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Big C
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Re: Brutalized Doom & Doom 2

Post by Big C »

I just got to the end of E1M2 and nearly shat myself in surprise.

Mr. Chris, you magnificent bastard.
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doomquake777
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Re: Brutalized Doom & Doom 2

Post by doomquake777 »

On E3M5
Spoiler:
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Armaetus
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Re: Brutalized Doom & Doom 2

Post by Armaetus »

I'll get to that later tonight, thanks for finding that too.

Edit: Both issues fixed, and the E2M4 perma-door closed one one side by changing linedef to open-stay facing the circular hallway.
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-Ghost-
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Re: Brutalized Doom & Doom 2

Post by -Ghost- »

Mr. Chris wrote:It's actually a version for Skulltag I edited myself, right here. The main difference between it and the original test3 is that the projectiles are slower and the monsters have original health and firing frequency to lessen the chance of death while recording (for most part).
Quick question abut that, how do you revert back to captured marines instead of blue spheres? I appreciate the upload, by the way. I'd forgotten what regular monster damage was like. :P
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Re: Brutalized Doom & Doom 2

Post by Zombieguy »

It's easy. But it's not too easy. I just love the amount of slaughter on each map. Soooo many baddies. Well done Mr. Chris.
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Armaetus
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Re: Brutalized Doom & Doom 2

Post by Armaetus »

The hardcore version does make it more difficult, especially if you decide to do it from a pistol rifle start.
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doomquake777
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Re: Brutalized Doom & Doom 2

Post by doomquake777 »

On Map02 the elevator at the beginning of the level can only be used once. If you ride it back up there is noway to make it go down
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Armaetus
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Re: Brutalized Doom & Doom 2

Post by Armaetus »

doomquake777 wrote:On Map02 the elevator at the beginning of the level can only be used once. If you ride it back up there is noway to make it go down
I've fixed that for 1.02 already.
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Matt
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Re: Brutalized Doom & Doom 2

Post by Matt »

Zombieguy wrote:It's easy.
Hideous Destructor + Map12 + UV.
Spawning with a rocket launcher I've got an average 20% chance of surviving that first fight, and once totally lucked out and didn't get hit at all.

I'm sure the intended effect was just a nice mildly startling but actually straightforward intro. :P

It is a good balance though. It's like a slaughtermap but you get through it reasonably quickly...
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Valherran
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Re: Brutalized Doom & Doom 2

Post by Valherran »

I just beat this with the Shotgun Challenge on Hard. That was fuuuuun.
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Armaetus
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Re: Brutalized Doom & Doom 2

Post by Armaetus »

I find my MAP13 challenging because if you don't know what you're doing you can end up severely hurt or dead.

Also, I am gonna go through all 54 maps yet again just cause I can, heh. If you want a hand in suggestions, I am very much open to them.

Version update for both, "Welcome Reception" edition gives some surprises on MAP01 - MAP03.
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armymen12002003
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Re: Brutalized Doom & Doom 2

Post by armymen12002003 »

actually these r darn good maps im playing them with wwhc-diaz with the human enemies patch
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darkhaven3
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Re: Brutalized Doom & Doom 2

Post by darkhaven3 »

9_9 IWAD edits.
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Armaetus
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Re: Brutalized Doom & Doom 2

Post by Armaetus »

@darkhaven3: I'm well aware and it is only modified maps which is allowed.
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