Maps of Chaos - Overkill RC1 out!

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Re: Brutalized Doom & Doom 2

Postby Armaetus » Wed May 30, 2012 9:45 am

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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RDND, Maps of Chaos and Obsidian Dev
 
Joined: 13 Mar 2009
Location: New York State
Discord: Armaetus#8512
Github ID: GlaiceOldSchoolRTS
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: Brutalized Doom & Doom 2

Postby Big C » Wed May 30, 2012 1:25 pm

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

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

Postby doomquake777 » Wed May 30, 2012 5:26 pm

On E3M5
Spoiler:
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Re: Brutalized Doom & Doom 2

Postby Armaetus » Wed May 30, 2012 5:33 pm

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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Armaetus
RDND, Maps of Chaos and Obsidian Dev
 
Joined: 13 Mar 2009
Location: New York State
Discord: Armaetus#8512
Github ID: GlaiceOldSchoolRTS
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: Brutalized Doom & Doom 2

Postby -Ghost- » Thu May 31, 2012 12:14 am

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

Postby Zombieguy » Thu May 31, 2012 7:31 am

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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Re: Brutalized Doom & Doom 2

Postby Armaetus » Thu May 31, 2012 10:31 am

The hardcore version does make it more difficult, especially if you decide to do it from a pistol rifle start.
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Armaetus
RDND, Maps of Chaos and Obsidian Dev
 
Joined: 13 Mar 2009
Location: New York State
Discord: Armaetus#8512
Github ID: GlaiceOldSchoolRTS
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: Brutalized Doom & Doom 2

Postby doomquake777 » Thu May 31, 2012 12:32 pm

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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Re: Brutalized Doom & Doom 2

Postby Armaetus » Thu May 31, 2012 12:54 pm

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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Armaetus
RDND, Maps of Chaos and Obsidian Dev
 
Joined: 13 Mar 2009
Location: New York State
Discord: Armaetus#8512
Github ID: GlaiceOldSchoolRTS
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: Brutalized Doom & Doom 2

Postby Matt » Sat Jun 02, 2012 2:34 am

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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Re: Brutalized Doom & Doom 2

Postby Valherran » Sat Jun 02, 2012 4:59 am

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

Postby Armaetus » Sat Jun 02, 2012 12:12 pm

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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Armaetus
RDND, Maps of Chaos and Obsidian Dev
 
Joined: 13 Mar 2009
Location: New York State
Discord: Armaetus#8512
Github ID: GlaiceOldSchoolRTS
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: Brutalized Doom & Doom 2

Postby armymen12002003 » Sat Jun 02, 2012 6:21 pm

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

Postby darkhaven3 » Sat Jun 02, 2012 7:34 pm

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

Postby Armaetus » Mon Jun 04, 2012 2:12 pm

@darkhaven3: I'm well aware and it is only modified maps which is allowed.
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Armaetus
RDND, Maps of Chaos and Obsidian Dev
 
Joined: 13 Mar 2009
Location: New York State
Discord: Armaetus#8512
Github ID: GlaiceOldSchoolRTS
Operating System: Windows Vista/7/2008 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

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