On the first map (which is my very first Doom 2 wad, and I am very happy, that I actually finished it), the inverted EXIT was supposed to mean, that it is not the real exit :). And the infinitely raising door was my oversight, never thought, that someone will use the activating "line" more, than once :) Thanks for the positiv feedbacks!
Uh, David. You've covered the very first draft of the map that I had added in as a WIP, not the full version that I've just updated recently. It's a much, much different experience than the draft one.
Barzakh is such a good map, too bad David only saw the early vanilla limit compatible version of it. Amaruq spent a lot of time making the limit-removing version, which is absolutely amazing, I've been playtesting it and I adore it.
Oh boy. That knight fight before I lowered and extended the cyber demon platforms lol. They were pretty useless turrets. Before hand they just spunn about a lot. I also had to adjust the black sludge because I realized I made the suit accidentally useless by making it super lava Edit: i had some pretty lame secrets come to think of it lmao
15:16 ended me for real, had to pause and make this comment 😂your sense of humor is insanely comparable to mine. Great set of maps again, some with an almost distinguishable vibe on their own. Also, 1:24:16, gg! This would be labeled a relatively easy slaughter fight but you approached it as you should: circlestrafe, ignore Cybers (at least early on) and prioritize what's blocking you. The fact that you generally start firing straight away causes enemies to NOT in fight: after hit, enemies need to step 100 steps to be able to swap targets. So just run around a room with loads of monsters without firing a single shot, and it'll fix itself.
(map131) WOW! I am actually quite surprised how quickly you beat recondite, It usually took me a few more tries at the jump. Also, i couldn't decide for a texture for the walls at the end of the map so i thought, "why not just use F_SKY1?".
On the first map (which is my very first Doom 2 wad, and I am very happy, that I actually finished it), the inverted EXIT was supposed to mean, that it is not the real exit :). And the infinitely raising door was my oversight, never thought, that someone will use the activating "line" more, than once :) Thanks for the positiv feedbacks!
Uh, David. You've covered the very first draft of the map that I had added in as a WIP, not the full version that I've just updated recently. It's a much, much different experience than the draft one.
Even the first draft, from what David has shown, was seriously good! :) I'll check out your final version. But really good job with it!
@@TeaAndFloppyDisks I'm glad you liked it :) the final version has already been included in RAMP.
13:27 I'm a big fan of the Exit sign being on upside-down, as if you needed any further indicator that this wasn't the end yet...
Barzakh is such a good map, too bad David only saw the early vanilla limit compatible version of it. Amaruq spent a lot of time making the limit-removing version, which is absolutely amazing, I've been playtesting it and I adore it.
Oh boy. That knight fight before I lowered and extended the cyber demon platforms lol. They were pretty useless turrets. Before hand they just spunn about a lot. I also had to adjust the black sludge because I realized I made the suit accidentally useless by making it super lava
Edit: i had some pretty lame secrets come to think of it lmao
Your map is really cool! That epic fight looks actually very doable and fun. :)
Good heavens, Barzarkh was a LONG effort... I'm exhausted!
1:01:25 Imprecise, I say not so imprecise...😆
I am vibing with Mega Archvile Jump *immediately*
I will vibe too!
15:16 ended me for real, had to pause and make this comment 😂your sense of humor is insanely comparable to mine. Great set of maps again, some with an almost distinguishable vibe on their own.
Also, 1:24:16, gg! This would be labeled a relatively easy slaughter fight but you approached it as you should: circlestrafe, ignore Cybers (at least early on) and prioritize what's blocking you. The fact that you generally start firing straight away causes enemies to NOT in fight: after hit, enemies need to step 100 steps to be able to swap targets. So just run around a room with loads of monsters without firing a single shot, and it'll fix itself.
(map131) WOW! I am actually quite surprised how quickly you beat recondite, It usually took me a few more tries at the jump. Also, i couldn't decide for a texture for the walls at the end of the map so i thought, "why not just use F_SKY1?".
1:18:06 Oh, hey, it's that one Evangelion elevator scene from the memes.
Bye, Asuka!
That assault rifle looks like the Doom 3 one, IMO. Could be wrong...
I was assuming it was a P90.
@@sh4dowchas3r Doom 3's rifle does load like a P90X, and does have the elevated sights in front, but with a display.
Hi, indeed it is. I got the sprite from a resource thread on the zdoom forum a couple months back and thought it would fit.
1:06:29 NO, you said MYHOUSE...
1:18:07 Nice reference to the elevator meme.
1:18:18 I enjoy
37:21 👀
@9:57 That was very clever monster placement!
@39:11 That is an awesome looking little cave! :O