Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Strych6
- Forum Regular
- Posts: 239
- Joined: Sun Sep 16, 2012 6:17 am
- Location: West
#1
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by Strych6 » Thu Apr 18, 2013 7:21 pm
A fine day today, as I present "Embri" the first of, I hope, a series
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Wadhost
embri.wad
Code: Select all
included is two Single Player maps
with some co-op support.I'd say 1-3 players.
Please play on UV setting.
Some jumping is required for success.
>>>>>
Map 01
Imperial Red
[spoiler]

[/spoiler]
SP map in the traditional sense, defeat Cyberdemon to exit
>>>>>
Map 10
Aestivation[/size]
[spoiler]

[/spoiler]
SP map that plays like invasion. Defeat the Spiders to exit
Credits go to -
[spoiler]Both metal tracks submitted by Z& midi author
NDJ
Textures used:
"Too Much Brown" compiled by Daniel Gimmer
http://doomworld.com/idgames/?id=14328
STSKY1 from Skulltag
edit: (apparently it's from Hexen)
Testing - -
cactophage
exw!z4rd
Shane
Hopes
Ten
NDJ[/spoiler]
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Thanks for your time. And, good luck! If it's too difficult start using gamesaves. but wisely!
Last edited by
Strych6 on Fri Apr 19, 2013 5:56 am, edited 1 time in total.
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Marcaek
- Lead Administrator
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- Joined: Wed Jun 06, 2012 5:05 am
#2
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by Marcaek » Thu Apr 18, 2013 8:09 pm
Map01 screenshot is intriguing, map10 looks okay from here but invasion style gameplay gives me mixed signals.
Will give it a shot in a bit...
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Dusk
- Developer
- Posts: 581
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- Location: Turku
#3
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by Dusk » Thu Apr 18, 2013 8:10 pm
STSKY1 is from Hexen by Raven Software.
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Marcaek
- Lead Administrator
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#4
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by Marcaek » Thu Apr 18, 2013 8:32 pm
Alright, it's pretty good layoutwise, props for making a Zandro SP map that isn;t just a zdoom feature testing ground. :P
It has some minor issues though, I had to pistol a lot of the first imp swarm in front of the SSG room, maybe put some more shells or even a shellbox around somewhere.
The ceiling lights with the gray borders are ugly in that they clash with the rest of the ceiling, try something brown or even TEKWALL4 or the like.
I wasn't expecting the level to end the way it did, maybe make it more clear that that's the goal, or even have the pillar lower after killing the monster on it so that the player has to flip a marked exit switch or step into a teleport or something.
Haven't given map10 a go yet, will try it later.
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Strych6
- Forum Regular
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- Joined: Sun Sep 16, 2012 6:17 am
- Location: West
#5
Post
by Strych6 » Thu Apr 18, 2013 8:47 pm
Marcaek wrote:
It has some minor issues though, I had to pistol a lot of the first imp swarm in front of the SSG room, maybe put some more shells or even a shellbox around somewhere.
I already went through and added bonus shells. perhaps you should change up your gameplan. =P
Thanks for playing and reviewing, I appreciate it
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Cruduxy
- Zandrone
- Posts: 1059
- Joined: Fri Jun 08, 2012 4:24 pm
#6
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by Cruduxy » Thu Apr 18, 2013 10:46 pm
K I finished the first map and I'll do map10 as soon as possible.
I didn't mind the imp spam room since all it took is 3 rockets to empty half the room, the bfg ruins the last battle making it very easy in addition to the 2 soul spheres :P..
Detail : 8/10
Game flow : 8/10
Difficulty : 6/10 if good strategy 8/10 if rambo mode
Replayability : 9/10 -its fun to replay it and find a new strategy-
Secrets : No idea what to write here since no room triggers as secret :P
Keep it up :)
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