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AlwaysDoomed wrote:I also love how you made the icon of sin map actually more challenging rather than the cakewalk it is now with features like mouselook.
Although, I could be wrong here but I think it has a problem. Maybe it's just me but, as far as I can tell, if you enter the red skull key room and let the door close behind you, I don't think you can get out again because the door doesn't seem to activate from the other side and I can't find any other way out of that room.
That one's an oopsie that appeared late in development while some doors were being adjusted to match how Sandy built them. It should be fixed in the next posted version; in the meantime, either noclip out or let a monster open the door for you.
[spoiler=This is related to one of the secret maps in D2TWID; if you haven't played this wad yet, don't open this, and go play it now]Is it allowed to force the Dopefish to get stuck in the pillars located on the middle of the map? Both the old and new versions allow the player to get him stuck and blast him with the SSG. I can post an example if you want[/spoiler]
I am currently replaying this, using GZDoom instead of ZDoom this time. For some reason, those maps look worse with GL rendering... I guess it's because of the additional features of the port with advanced lighting etc which make the levels look more boring. Apparently, you are better off with a software renderer when playing this, also because the levels apparently are supposed to look as if they had been made back in 1994/1995. Hopefully, this also explains why there are still quite noticable texture misalignments, at least in the earlier levels I have played for the second time (until MAP13 or so).
Also, I STILL haven't quite figured out how to legally solve the puzzle with the raising triangle platform in MAP09 "The Gambit". :/ Not to speak of MAP30...
It looks like there are still some things to figure out with the current release according to the posts over at Doomworld forums. Maybe we'll see an improved v1.1 later this year just like with the first DTWiD (possibly then even with custom intro/intermission screens again?). I'll wait with my next playthrough until then. Don't get me wrong, this is really great stuff, and especially the secret levels are spectacular - but since I had already played the final beta before, I need a few more changes before I'll do another replay.
I've finished it, well I went through all the levels but didn't kill the Icon of Sin.
Through out the set, I noticed a frequent, yet totally expected (considering the goal of the project), use of the Computer Area Map (which is nice!), as well as the Invulnerability Sphere, which makes me miss these powerups in today's maps. Also, it's nice to play a map or a mapset where the authors don't have some sort of grudge against the player and subjecting them to all kinds of horribles through out the campaign.
Overall, it was an entertaining experience, only ruined by the worst final boss in the history of video gaming (as usual).
Awesome, I've been waiting for an official release-candidate and although I'm only at map05 now this mapset rocks already... can't wait to play the rest of the maps when I get the time
One complaint that I have about the first ten or so levels is the overuse of hitscan enemies (at least on UV). It's far too often that I get dumped into a room and take an unpleasant amount of unavoidable damage. Otherwise, the maps I've run through play quite well.