6/27/2023 0 Comments The adventures of micromanNote that MAP06 and MAP30 are not meant to beĪ part of the main campaign. Is a secret exit in MAP31 that leads to MAP32, There is no way to exit to MAP31, so you will Difficulty is somewhat middling, but should Replayability was a design goal I tried to aimįor. The maps are medium-to-large in size and have Textures (aside from skies and minor extras). The Doom II texture assets, and to create some My goal with this project was to exercise with On October 10th (shortly after finishing MAP04). September, and finished on September 9th.Īfterwards, I officially started the project This map setĬontribution to the Vinesauce map contest held Pistol-start continuous play is fine but will (Strong limit removing support and ZDoom's extended nodeįormat are required for a couple of these maps).ĭescription : Counterattack is a 7-map mini episode forĭoom II. There are probably lots of little slimetrails in many of the maps. Some of the later maps may cause lag in certain ports and/or on certain machines. The wide-screen statusbar graphic replacement currently doesn't look right in Zandronum 2.1.2, Odamex, and Doom Retro (and maybe others). But a busted lift is still something that may happen. I have tried to mitigate the possibility of them breaking as much as possible. Multi-part lifts are used in numerous places throughout all of the maps. The final boss's death & sight sounds don't play at full volume (this is fixed in ZDoom). Monsters like to get stuck on the edges and I don't know of a good way to get around this. In MAP04, at the Yellow Skull fight, a large section of the floor lowers into some steps. Sorry I couldn't figure out a way to fix this :( It doesn't break the sequence, it just makes it possible to get stuck under one of them if your not careful. In MAP01, the Red Keycard crusher section doesn't time properly in ZDoom because of some difference with voodoo doll scrollers. Mouselook is ok but it may make certain secret triggers easier than intended. If you do use jumping or crouching, you may break the maps. It has been disabled in ZDoom, but some ports will still allow it. MAP30 is there as a way to keep the game from crashing because I replaced some of the IoS things in the DEHACKED (its also a dumb in-joke).Īlso note that you shouldn't use jumping or crouching in these maps. ![]() MAP06 is for story purposes for ports that can't display the ending text. ![]() Note that MAP06 and MAP30 are not meant to be a part of the main campaign. There is a secret exit in MAP31 that leads to MAP32, so have fun hunting for it! There is no way to exit to MAP31, so you will have to warp to it in order to play it. Difficulty is somewhat middling, but should ramp up a bit towards the end. Replayability was a design goal I tried to aim for. The maps are medium-to-large in size and have many different paths that you can take. All maps use stock Doom II textures (aside from skies and minor extras). My goal with this project was to exercise with the Doom II texture assets, and to create some maps for practice. Afterwards, I officially started the project on October 10th (shortly after finishing MAP04). The map in question (MAP02) was started on in early September, and finished on September 9th. This map set originally started out as a single map contribution to the Vinesauce map contest held in 2016 by Joel "Vargskelethor". Each map was designed to be played from pistol-start continuous play is fine but will make the play through much easier. Counterattack is a 7-map mini episode for Doom II.
0 Comments
Leave a Reply. |