my srs bomb is the least balanced weapon in dump 3 so farFaggoStorm wrote:I was asking this because Kinsie balanced his gun to deathmatch, so I was asking if it was a requirement.
it got allowed soooooo
my srs bomb is the least balanced weapon in dump 3 so farFaggoStorm wrote:I was asking this because Kinsie balanced his gun to deathmatch, so I was asking if it was a requirement.
Son of a gun I knew I was forgetting something. I had most of these save for your third suggestion(which is kinda smart, thanks fam) but then the program decided to crash. I'll fix them promptly and upload an update tomorrow at some point then.mumblemumble wrote:map is actually pretty nice, even if its relatively simple.
Few criticisms, first, a pinky is stuck by the red key ambush, and at the slime pit platforms. You can check for this, and other shit with "map analysis mode" in gzdoom builder, And always be aware how much space a monster takes up compared to their surroundings.
Second, the slime pit does no damage, you need to give it a damage action for the floor. Slime texture alone does nothing
Third, give it alt spawns for lower difficulties, some people like to play hideous destructor =) 4 is UV, 3 is HMP, 2 is NSR, 1 is ITYTD. Generally above 4 you dont need to tweak.
Thanks! That door issue kind of slipped past me, I'll make sure to fix it as well (Although I could leave it so you're committed to fighting the revenants too :^) ).CharlieTheGnarly wrote:in addition to mumble's feedback: i like the angular approach you took in the layout, non-conventional but appealing! also, a door's side textures near where the revenants are appear not to be pegged (static). good job regardless Bobman!
Neat concept, though it has many issues. First, low on ammo and health, particularly low on health by the yellow key area, and a bit after, and a bit after going up the hill. Low on ammo around the top, scattering a few clips or 4 shell stacks would help. The cyberdemon skull key feels...Irritating to grab. Having to jump over, get it, then go back is a pain, and it kinda feels like luck, and I sense with most mods you would be screwed by this, particularly with no ammo to spare. Valley to the left of the right first path has a massive HOM on the floor, perhaps because you did a line violation? The top of the stairs by the exit temple also has no texture on the last step. Still an enjoyable map, but a bit hard, I had to resurrect a few times on UV, because there was almost no room for errorZerrer wrote:I already 'formally' uploaded this for term on /vr/, but I'm always hoping for more feedback so that I can fix this guy up.
Here it is:The mountain temple.
It's nowhere near as extensive (Or scripted) as my DUMP 2 submission, but I like to think it's a fun little romp.