Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Doomkid
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- Location: Aussie Land
- Clan: UniDoom
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#1
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by Doomkid » Sun Jan 31, 2016 12:22 pm
Hey there people, I come bearing a one-map wad which some of you might enjoy. This is an almost-vanilla (SCREW VPOs!!!) map, visually inspired by E3, E4 and later Doom2 maps. It's intended to be quite difficult on UV, however other difficulties are thoroughly implemented.
The name is a nod to Drown in Blood and Knee Deep in the Dead because those are both awesome sets of maps (duh). The difficulty sits almost directly between the two, fittingly enough. Due to it's vanilla nature, it's compatible with just about any gun/gameplay mods you can throw it's way, though if you want to play it with Complex Doom for example, you're gonna be really grateful I put in those easier difficulties.
Screenshots:
DOWNLOAD:
http://www.geocities.ws/doomkid/fourish.zip (Slot: Doom2 map01)
I hope you enjoy, feedback/video playthroughs are always welcome!
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agaures
- Forum Regular
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- Location: New Zealand
#2
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by agaures » Wed Feb 03, 2016 12:19 am
Nice map you've made there. Pretty interesting.
teh feedbak:
-Generally the monster placement was fine but it didn't fit at all with the item/weapon placement. Giving the player an SSG right off of the spawn? and a plasma gun not 5 steps away? (i know this map did start off at a high difficulty but giving the player an SSG so soon in any case really isn't that good)
Giving the player access to 2 of the major weapons so quickly takes away all the fun of trying to survive taking on tougher enemies with weaker weapons. This also destroys the suspense of ever getting a more powerful weapon, thus the player never feels rewarded.
-Again with the weapon placement, i noticed that there were 2 plasma rifle pickups in the map. This guarantees that the player is going to be walking around with one of the most powerful weapons in the game.
-The item placement on it's own didn't seem to match the difficulty for me. I was playing on HMP and there seemed to be an armour and soulsphere in nearly every area of the map. If not, then there was plenty of health pickups.
-While the monster placement was fine for the most part, the only times where i actually lost a lot of health was to a crowd of 4 chaingunners that instantly locked on to me. Generally I'm not a fan of maps that spam chaingunners on ground (although this seems to be a common trend). Maybe higher up as turrets somewhere would be less frustrating.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything
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Doomkid
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#3
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by Doomkid » Wed Feb 03, 2016 12:29 am
Wow, I completely forgot I left that SSG right at the start for HMP - I made the (dumb) move of adding in easier difficulties but not really testing them, and I agree entirely, that really diminishes the "looking forward to bigger guns" element. I really appreciate the feedback man!
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Cruduxy
- Zandrone
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#4
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by Cruduxy » Wed Feb 03, 2016 1:49 pm
I played it on UV. It was a lot of fun to beat. One gripe is the second cyber felt pointless. He should be allowed to move out of the cage once it opens, As it is now he is just a gigantic meatshield. You should tell people to use compatmode 1 or 2 in first post so projectiles pass obstacles or a the map becomes a lot easier. (Since this is zan and people will test with defaults :P)
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