Haunted Base [complete]

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_mental_
 
 
Posts: 3812
Joined: Sun Aug 07, 2011 4:32 am

Re: Haunted Base - rc1.1

Post by _mental_ »

As a nice to have feature I would mention custom monsters on endgame screen.
There is no need to show Doom II baddies absent from the map (like cyberdemon) but having new monsters there will be cool.

Own title screen will be nice too. I guess you could add it already if there was an image ready.
Probably a title map based on a small part of the level will suffice.

Also, about reflective floors used only on two sectors of the map. I noticed them only because of FPS dip at these locations.
This feature looks great in some maps. Although in this case it's really pointless in my opinion.
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DavidRaven
Posts: 10
Joined: Wed Mar 28, 2018 7:11 am
Location: Italy

Re: Haunted Base - rc1.1

Post by DavidRaven »

Ok, I' added a few things :D

- the final rooms have been edited: the final fight(s) is now more crowded
- added the custom monsters in the endgame screen (didn't knew that was possible, thanks!)
- reflective floors removed
- more secrets
- quake 2 inspired health bonuses

I'd like to make a titlescreen, but I'm not very good at that. I'll see if I'm able to do something decent, anyway :)
The download link is in the first post.
_mental_
 
 
Posts: 3812
Joined: Sun Aug 07, 2011 4:32 am

Re: Haunted Base - rc1.2

Post by _mental_ »

Made a walkthrough once again. The ending battle is much better indeed.
For some reason regular Demon is called Wraith in the endgame cast, and Diabolist is called Diabloist (the latter is probably intentional).
Outside of that, I didn't find any issues. Good job!
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DavidRaven
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Joined: Wed Mar 28, 2018 7:11 am
Location: Italy

Re: Haunted Base - rc1.2

Post by DavidRaven »

Thank you, I've corrected that error! I think the wad may now be considered complete, thanks a lot for the support :)
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Rex705
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Re: Haunted Base [complete]

Post by Rex705 »

So when do we get a sequel :)
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