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IMQ2006

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About IMQ2006

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  1. Every map is a pistol start in RAMP unless you set it up to be otherwise. You do not carry over anything from a previous map.
  2. Played through on UV last night and got 100% kills and secrets. There were some challenging fights and the environment was nice. I liked how it looped back on itself and prevented too much backtracking. It was frustrating having only the shotgun and chaingun for most of the entire map since the SSG was not rewarded until very late. There were times I feared running out of ammo but a restock always appeared just in time. Still, I had to reply on in-fighting to get past some areas. You may want to consider moving the first green armor to somewhere earlier in the map. I don't remember picking one up until I got past the blue door, unless I missed one sooner. Overall, I enjoyed it.
  3. Woot! Happy to be a part of this again. Map in progress.
  4. Made some minor cosmetic changes in the second part, added a very small bit of ammo in one area, and changed a small number of monsters to better fit their area. Updated link in OP. Inimica Certaminibus
  5. I removed the extra switch needed to reveal Switch Room #2. It really is unnecessary. File updated.
  6. The keys were intended to introduce each boss one by one. I thought things were chaotic enough without adding them all in from the start. I was torn when designing the map on making section two an all-out slaughter or cutting it back as I ended up doing. The slaughter route felt too much after the time spent getting there, but I had already laid out supply areas and dropped things in. I was concerned about switch #2 but anticipated people would check out the area for supplies and see it. I change it up if necessary. Thank you and LadyMistDragon for the comments.
  7. Hello, My new map is a single level Doom 2 experience with just under 300 monsters on UV. Jumping and crouching are not necessary. The map was made in UDMF format which I realize I need to get away from because I don't utilize the fancy features. Tested on GZDoom. Unfortunately I could not convert this to anything without losing something. Anyway.... This map has two sections. In the first section you are collecting weapons and finding the four switches needed to access the BFG. When the BFG has been obtained section two opens up. In the second section you need to defeat all of the bosses to reach the exit. There is a healthy supply of rockets and plasma but not enough to use them exclusively. Difficulty settings have been put in as well. Constructive comments are welcome. Inimica Certaminibus via Dropbox Thank you.
  8. Slight update to this map. Reduced overall darkness level in the opening cave section but all else is the same. Original post updated and new link here.
  9. IMQ2006

    Basity Base. Update 4. Facelift

    Played through on UV, missed one monster and two secrets. There are way too many supercharges, in my opinion. I counted 6 or 7. There are missing textures after grabbing the blue key. A platform drops or something and when you look back you notice it. Ammo was fine for me. The final room took a couple tries but it worked out.
  10. Updated map again and link in original post. It was possible to cheese the Cyberdemon fight by pulling him to an area where his rockets couldn't hit you. Also corrected the ability to grab the SSG too soon and a possible soft lock in the yellow key room.
  11. Updated map to move the location of the plasma rifle to a more visible but still secret location with some cell packs. Removed cell packs from other areas. Original secret location of the plasma rifle now has additional rocket boxes. Added more shells to the red key area. Added a couple more rocket boxes to the area past the blue door. Added computer map to exit room because I meant to do that the first time. Fixed wrong texture in secret cave area. Original post updated with new file or get here. Thanks for your feedback.
  12. I appreciate the feedback. I wanted to see how a map would feel without relying on the SG so much, at least early on. I know the chaingun is inefficient against some enemies but it would add to the challenge as you fight out of the cave. The PG is in one of the secrets. It does make the Cyberdemon and exit area a lot easier which is why I hid it. I could replace the megasphere with the PG so at least people can see where it is.
  13. That was fun to watch. Thanks.
  14. Download: Dropbox GzDoom - have not tried other ports Doom 2 single level replacing map01, jumping and crouching disabled and not needed anyway This is more like a classic Doom 2 map using textures from the 32in24-15_tex_v2 pack. There are some intense flashing lights in a couple places if that causes an issue for you. You start in a dark cave looking to find your way outside. You can actually skip a great deal of it but there are secrets if you like to find everything. The BFG is not included but all other weapons can be found. Difficulty settings have been used and felt good in my personal testing. Hope you like it.
  15. All of my maps have been submitted and I hope people find them fun to play. Many of you design intricate, engaging maps that just blow me away, but I'm just sticking to the OG Doom style for now. Thank you to @DavidNand the team for putting this all together. MAP86 - UAC Spring Cleaning - There is enough ammo to get 100% kills but that should be tested here and there. MAP149 - UAC 5-99 - This is a remix of an early map I had so it's a bit cramped in places. MAP170 - The Demon's Brain - I've never really designed a boss fight arena before so this is a first. I'm also not ashamed to say that I cannot complete this on normal or UV. My skill level is just not that good so I hope it is doable for others.
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