021: Added line trigger to release last two monsters
064: Adjusted teleporters to help monsters into the arena
066: Autostarred due to final archvile pain exit
083: Performed author's requested fixes
113: Fixed out of bounds zombieman
120: Added PANBUTT textures
122: Updated Fireblu-HD-Remaster with Engineerdone's fix
123: Adjusted caco positioning, autostarred due to randomness of last fight
135: Replaced map with author's fixed version
142: Fixed final yellow door which wouldn't open, autostarred as level can't have been tested by author
156: Adjusted revenant teleport lines
188: Removed stray revenant
190: Fixed problem with rhythm game breaking on load game
205: Fixed Ultra Cyberdemon sounds
HUB: Finally got rid of the scrolling ceiling on the light bridge
Void Warrior wrote:DavidN, I wanted to ask you something. In the screenshots that you showed during the development of RAMP, there was a special HUD, but in the end this HUD is not there.
Did you decide that it would be superfluous or was there some other reason?
Zhs2 wrote:And to finish off this post, the biggest criticism I'd like to share: very, very good maps collection, EXCEPT the maps made by CBM. Good god, his maps are a huge black mark on an otherwise great set. The circuitboard map, Air ship, and memories of Crispy Doom were on the tolerable end (sorted descending), and any enjoyment to be had from them only went down from there. Calling them "highly experimental" sounded like the politically correct description - they were gigantic messes, textured spaghetti that had a tendency to kill you for looking at them funny, or in Wet Dream's case slow burn you for not being fast in an otherwise hugely abstract and unfun to navigate environment. Sorry, but it felt like his maps were included to be polite. The only other map that came close enough to earn dislike from me was Strawberry in the Brain, and unlike any of CBM's maps I'd still play it again.
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