[WIP]infernal fortress 2 v2.0

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Gothic
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[WIP]infernal fortress 2 v2.0

Post by Gothic »

well,I decided to improve my most infamous slaughter map for zdoom, Infernal Fortress 2 (or "=finfern2" :? ), because the old version have a lot of bugs that I couldn't fix, considering it was my first map in hexen format
The new version will have the next changes:

-new decorations (besides the tipical doom torches)
-better scripts (fade effects, sector colors, actions after kill mini-bosses)
-a new icon of sin (inspired on the ultimate torment and torture)
-textos en ingles, olvidense del español :P :P
-more, more detail :stuppor:
-a bit more easy, especially in the sector of barons
-more variety of textures
*maybe, just maybe, 3D floors

This is the progress I've been so far (in order before/after)
Spoiler:
please, I really need your opinion, this improvement is for you to enjoy more my map :wink:

PS: old map here
http://www.doomworld.com/idgames/index.php?id=16272
Last edited by Gothic on Mon Feb 27, 2012 4:07 pm, edited 1 time in total.
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E.C.S
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Re: [WIP]infernal fortress 2 v2.0

Post by E.C.S »

Good, good , good. Let's take a look at this.
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ChronoSeth
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Re: [WIP]infernal fortress 2 v2.0

Post by ChronoSeth »

The pics seem decent, but do you really need that many monsters?
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Vader
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Re: [WIP]infernal fortress 2 v2.0

Post by Vader »

The "gameplay" looks really boring to be honest!
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InsanityBringer
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Re: [WIP]infernal fortress 2 v2.0

Post by InsanityBringer »

yeah, I must be honest, while the level looks decent what your holding in said level is nothing but gigantic rooms of a single monster.
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Ethril
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Re: [WIP]infernal fortress 2 v2.0

Post by Ethril »

the architecture is pretty neat, but the monster placement is horrendous. ugly box formation aside (can those cacos even move?), you don't put that many monsters into one room, especially if the room is that cramped and double especially if there's NO GODDAMN COVER.
it's also not a good idea to have all the ammo and health in one place, because then you have to keep running back and forth to restock between fights. spread things out more.

oh, and try not to make the rooms so blocky. i know it's a fortress, but that doesn't mean it have to be made up entirely of right angles. no, the pillars don't count. :P
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Gothic
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Re: [WIP]infernal fortress 2 v2.0

Post by Gothic »

more progress
Spoiler:
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Pedro vc
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Re: [WIP]infernal fortress 2 v2.0

Post by Pedro vc »

These last screens looks a bit empty :?
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Gothic
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Re: [WIP]infernal fortress 2 v2.0

Post by Gothic »

I haven't been very active in this project, but at least I've progressed a bit
Spoiler:
P.S.: Does anyone know where comes the music from my map? I have no idea where to get it, just know that I find it from Zpack E3M3
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Gothic
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Re: [WIP]infernal fortress 2 v2.0

Post by Gothic »

What the Hell?! F*** you ImagenesGraris.org! :evil:
Spoiler:
P.S.: Does anyone know where comes the music from my map? I have no idea where to get it, just know that I find it from Zpack E3M3
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Gothic
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Re: [WIP]infernal fortress 2 v2.0

Post by Gothic »

I'm nut ded :D
Spoiler:
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Tapwave
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Re: [WIP]infernal fortress 2 v2.0

Post by Tapwave »

Please tell me how the cake we are supposed to go through those three rooms.
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insightguy
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Re: [WIP]infernal fortress 2 v2.0

Post by insightguy »

terranova wrote:Please tell me how the cake we are supposed to go through those three rooms.
2 words, Russian overkill :D :D :D :D :D :D
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Tapwave
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Re: [WIP]infernal fortress 2 v2.0

Post by Tapwave »

What if i decide i'm not using Russian Overkill to go through this map?
(seriously, i only ever use RO for jokewads/Sunder)
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TheMistress
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Re: [WIP]infernal fortress 2 v2.0

Post by TheMistress »

terranova wrote:What if i decide i'm not using Russian Overkill to go through this map?
(seriously, i only ever use RO for jokewads/Sunder)
Madd Skillz ;).
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