Amorphous Euphoria - Due August 10th
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FDA for Pickled Sunday.
noisy_sct_pickledsundayv1.zipI liked it a lot. The no escape pit was stressful in a good way. And... where I died near the end of the playthrough (I belly flopped into it). I finished off-recording and found the last shoot switch all the way in the back.
You can also softlock in the north section after you raise the platforms, at the very very end
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Thank you! Congrats on being the first to reach those blinking curving stairs using the intended route! It's fun watching you piece it together so it's too bad I couldn't see you finish it all the way. Sounds like I need to add another acid pit to "fix" that softlock! Again thanks for playing and enjoying the puzzle!
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https://drive.google.com/file/d/1mr05bGn8O7wRhy19YaIb_g0GRLQ997eH/view
MIDIs of music from the Japanese jazz fusion band T-SQUARE, archived and shared by @roofi !
http://woodymonaco.web.fc2.com/midi/midi.html
MIDIs of music from the band Anomaria! Though some of them don't come as MIDI files and need to be converted somehow. -
Pickled Sunday is now Coffee Click Calligraphy! Sharing Version 2 for any future playthroughs, nothing major just some tweaks is all SCT_CoffeeClickCalligraphy_v2.wad
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@cuppykeks said in Amorphous Euphoria:
Sounds like I need to add another acid pit to "fix" that softlock!
Heh, the fact that it's at the very end is gonna cause at least one massive ragequit, but that's ok. It looks signposted enough in the new version as inescapable. But I just think that's funny.
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I've decided this project will release August 10th. Plenty enough time for everyone who has a map in progress to finish and it's the most time I'm willing to leave the project open.
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I see... Probably I'll do another short map, probably not
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OH shit. I gotta get off my ass.
Edit: I'm pretty sure I'm gonna add a little more detail to the kitty drawing, and scale it up, and turn it into a bunch of catwalks (no pun intended) a la The Chasm. Then I'll work from there, probably have an optional exit at the start of the map for those who don't want to max it and just want to leave. Also, it turns out that stock Doom doesn't actually have a pitch-white nor pitch-black flat texture, but I might be able to do gimmicks with LightAmps and Invulnerability... I don't really know.
Even if I don't get too crazy with it, I'll at least have something that people can walk around in a bit until they get bored, and I'll still have the map around if I want to build on it later down the road after this project is released.
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Feeling like making doom stuff again, so i'm finishing the map i started a whiiiile ago and planning to maybe make a few more!
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Aaaand it's already done.
Slot is MAP12 because i wanted that sky and midi... If it gets moved to another "episode" just let me know so i can apply the sky back in thru sky transfers (or do it yourself, either way works).
I'm also working on another map already! It might end up looking even weirder than this one
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@mattfright Thank you for the map! I had a careful playthrough but it was still a fun and adventurous little romp in the sky. I died once near the start and again right at the very end by falling into the sky abyss. I don't know if you want a little monster blocking barrier to give some punching room or if you already did that for where I first died (above the first shotgun since I tried leaping over to punch the imps). As for my other death.. well, I'm sure a mouse-only player would have survived it hehe. Good visual style! Here's my FDA: mappydemo.lmp
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@cuppykeks Thanks for the demo!! Actually it helped me realize i marked some secrets weirdly and forgot to change them heh
Also about the shotgun platform, my strategy was always to kill one of them with the pistol to allow for room for that... Though i suppose i did leave plenty of ammo for you to just pistol them all down from the start
Anyways here's a updated version with updated secret sector flags and a fixed switch: mappy.wad
EDIT: Oh yeah i completely forgot maps have names lmao
I guess i can call this one "Vertigo Cyberworks"