Re: Paradise (3 maps + gameplay mod)
Posted: Tue Jun 25, 2019 3:51 am
great architecture, textures, and sounds -- particularly the recognizable Streets of Rage sounds
vitriolicv wrote:...wow, Hyper Safari is HARD
mate you are entirely too kind, thank you so much for the kind words and for recording your playthrough it was a total treat to watch, not only because it's fun to watch folks play through maps I made, but also because you yourself made everything so pleasant to watch. really glad to hear you enjoyed the monsters and maps! you were really pixels away from finding the secret exit in map03 ;DDavidN wrote:Astonishing WAD - the amount of content is incredible!
ah good question! a lot of stuff here is "original" to Paradise, but it's all based heavily on existing community resources. a rough list of the "original" stuff:How many of the monsters/textures/weapons are original to this WAD?
for sure, definitely feel you there. I find it really difficult to create visual variety within the same general "theme," so I'll certainly be working on that quality in the future. I think in this case the secret maps, for those that find them, should help break things up a bit as they're quite different from the main maps thematically, but the point stands nonetheless. I _do_ intend to continue building maps upon this gameplay mod in the future, so whether it's a direct continuation from the theme in the ending teaser, or something else entirely, you can bet it won't be the same jungle theme hahaIf it had a weakness, it might be that after a while all the jungle environments begin to look quite similar - I think that the style fit very well for the five levels across the map but that if it's continued (and I hope it will be!) I'd love to see more maps in completely different settings.
you sort of did, but it was entirely my fault haha. the intended path is to NOT take the nukage path at the start, but I made it possible to nab the yellow key early if you do, thinking that could be a neat speedrunning route. but your playthrough exposed the fact that I didn't even fully test how the map plays out if you take that route, as you're unable to get to the exit unless you use the secret half-switch that you eventually found and rode to get back to the main upper area. so... I think I'll make that secret path a little bit more difficult to do, and make the map less broken for those that do take that route. thanks for exposing all thisI really wasn't sure if I took the right route in MAP02 at all - I think I may have sequence broken it.