New maps, and other projects whose primary focus is new maps, belong here.
Note: This forum, and all forums below it, are not for questions or troubleshooting! Threads created here are for active projects only! If you have questions please feel free to use the Editing subforums or General forum.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
jimmy91 wrote:I've played through the first nine levels completely and I'm going to see if I can get to Z1M10 without cheating. Is it right that you have to get 100% kills, secrets, and items in Z1M1-6 to get to it?
Nope.
90/90/90 cumulative after completing M7 (including visiting M9)
or
cumulative time under par after completing M7.
dennisj1 wrote:I dicided to take a look at athe ACS source. Where's the "IMPORT.ACS" source?
INTERMAP.ACS in the root. We used a dummy IMPORT.ACS during development so changes could be made in INTERMAP.ACS without having to redistribute the ACS file all the time after each change.
Alright, well, I got around to playing and finishing it. I'm not going to say much and will try to keep it short because I imagine most of what I have come up with has already been said (and I'm not going back to read the overgrowth of posts made because of release just to check.)
In a nutshell, pretty good, I think. Not legendary material, but I'll store it away with the wads I keep and break it out again for an extra play some indeterminate time in the future.
There were a few things I liked and almost no things I had any real dislike for. Unfortunately, it seemed to have quite a few things I had nitpicky dislike for (coronas, item rotations, shell casing, etc.) which distracted me a bit, but I moved past them.
The only real big disappointer in my mind is that... well... to be blunt...
It was too damn easy.
For playing on Ultra-Violence, I really expected something that was... or rather... something that wasn't very easy. I didn't have a lot of expectations for KDiZD because I found it easier not to bother keeping up with it ("I'll just play it when it comes out; until then, who cares?" mentality) but considering the work time and the, "We're testing, we're testing", I guess I did expect that it would have a good spread of difficulty. So I was kind of disappointed when I found that I could just stroll around leisurely and blast things apart without minding my health or ammo, because there just isn't a time when you're really in any danger. I'm probably coming off a little extra sour also because it ended on that same note with the final boss: ridiculously easy. I beat it on the first try, without getting hurt, in about 30 seconds (or less.)
Spoiler: The trick is
1) Select rifle.
2) Circle strafe around the lake
3) Point and hold trigger
4) On the second to third lap, he dies. The end.
I don't know exactly what kind of effort went into setting up the difficulty, but it seems to me the main problems with the easiness stems from two things: every last nook and cranny of the Phobos is overflowing with ammo, and the most frequent monster pattern was just to have a bunch show up right in front of you that you can mow down.
Anyway, to not end on talking about my only real big disappoint, it was definitely pretty good. At the absolute, maximum worst, it would be a 4.0 out of 5.0.
Funny, I thought this wad was hard(at least m8) as hell on HMP. I'm such a Noob.
Anyway, I'm trying to get 100% everything now. It will be a while though(I only have m1 so far). Favorite DooM project of all time. I loved the item rotations Vader.
Ugh, time for sleeeep.
Hmm well I've played the last level because I couldn't wait any longer for my coop buddy to get on. The boss isn't THAT impressive but it's still pretty good, seems a tad out of place. I wasn't expecting anything after those firey barons (which would have been really lame if it was just those). Who made the model?
Oh. As long as you're doing a v1.1 and I'm thinking about it, three things I remember:
Spoiler:
1. In Z1M2 there is a green armor on the fencing in the winding nukage room that has a secret attached to the pick up of the armor. This is a big no-no. A secret should never be attached to an item the player can't always pick up. Otherwise you open up the possibility of increased chances of the player finding but not getting the secret recognized, and in this case, even worse, forcing the player to hurt themselves to get the secret (if they are, say, cleaning up after finishing a map.)
2. In Z1M6 it's possible to pick up the blue key right away, bypassing getting beta (I think... red in any case) clearance. In the beginning, when you head down to the nukage pit area, turn to your right on the last platform before the nukage, jump on the barrel, jump on the next ledge up, hop the fence, and grab the blue key.
3. In Z1M9, in the hallways with the nukage river running down the center, the small, thin step down which serves as a border around the river consistently got the in the way of jumping across (the small step down making jump unresponsive), and I found myself falling in more often than not when I clearly felt like I should have leapt. I think this should be changed (raise the indent to the same floor level or higher than the two sides of the hallway.)
Well I have to say after playing it on UV, not exactly easy, but not too hard either. Alot of fun with the new monsters and the new weapons, with the detail being great. My favourite level out of all of them was ZE1M9, a really nice remake of the original E1M9. That's really all my thoughts at the moment. Anyways, proof that I finished it.
map z1m8,
I've just played this map in coop, and we got stuck.
If you get past the point where the hallway crashes down in lava, how do you get past this lava hallway after you died?
there only two pillars and we couldn't make it over:(
darmuss wrote:map z1m8,
I've just played this map in coop, and we got stuck.
If you get past the point where the hallway crashes down in lava, how do you get past this lava hallway after you died?
there only two pillars and we couldn't make it over:(
Just gave KDiZD another run-through. Pretty fun, I don't know why I was bickering about ammo amount, since my 3rd (afaik) time through, I had enough health and ammo to have fun. Although yeah, the key hunt can be partially annoying.