The stuff in the distance gives off a sense of impressive scale. Keeping an eye on this pack, Shadow Warrior haven't had much love.
The stuff in the distance gives off a sense of impressive scale. Keeping an eye on this pack, Shadow Warrior haven't had much love.
Thanks for the set.
Decided to play with pistol starts to minimize the chaos of sequence breaking, that didn't go well in the 4th level, but at least pistol starts are nice for the kick of finding new weapons each new map. The ammo was in abundance, with almost nearly every fight with a group of overlords starting with full RPG ammo, except for the very finish of trying to sweep up everything on 4th level; not sure how much secrets have accounted for this.
You weren't kidding about the level 1 being only a warm up, second one is heaps grander and level 4 just blows the 2nd 20 times over. The jetpack here with a clever steroid route could lend to a quick finish, i think, while my ingame timer was nearing 3 hours as i was trying to find new areas, mainly in the town section after finding the exit. The secrets were meme-y, but i went for only a bit over half of them, while kill counter on Come Get Some could've exceeded 1500 if i went to find all the rest of secrets. Surprised that there weren't any framerate hiccups, even though i'm playing in classic mode. The level would've been awesome to playthrough in something like Attrition mode of Alien Armageddon mod.
Amazing and huge set so far that's also extremely detailed. I've got 9 more levels to play which means if there's anything even remotely close to a half of 4th level, or even second and third - i'll be busy until the end of this month. xD
Played your recent speedmaps and they've got me hyped for this set. One particular thing i've enjoyed, among many others in your maps, is how tight the ammo balance was for the most part; had this set been balanced around continous playthrough (would jetpack carryover affect the ammount of accesible secrets?) or pistol starts may be totally fine?
Finished the first level so far, pretty epic for an opener, got 14 secrets which were fun to look for.
Cool color scheme. Very unusual, i like it.
The new MFX map - the best MFX map, as usual!
Guard's equipment almost merges with the town scenery. Beautiful shot!
That death knight is intense! Great crossbow guard animations.
Good to see the breakables feature; there were a couple of nice moments of discovery with those in Hexen II, also hidden stash.
Too much goodness for a test map! You should consider including this at least in the "extras" section, like Quoth did.
Reminds me of Ivory Tower's cave section. Lighting from stained glass window could have a little spread, but otherwise everything looks freaking great.
Is this a part of your swampy town or a completely new one? Hyped anyways.
Amazing view from down there! So many places where you avoided the symmetry, looks very good!
So, the way to the gold key now lies through the bridge? No more rock platforms?
Very excited to play this map!
It has "Castle Kaahoo"-like pixel-goodness style, as well as familliar architecture in a couple of places. And that was a perfectly decent map that makes you want to see more, even after several playthroughs.
Sweet, new cell boxes and every pickup is angled!
Is this another silver key door or you changed the area from previous shot that much?
Your game looks like lots of fun, from all these videos!
But would it work with another engine with less complex lightening?
KeMoN, this is a stock Quake volcanic bombs.
This sure is good gameplay setup to make a player plan unusual movements.
The most colorful shot so far. Can't say that i don't like it, but i very much enjoy the look of almost monocromatic blue gate shot and shot with patrolling scrags.
Lava textures make a good transition and warn: this path is dangerous. Rounded rocks look great this way.
Yay to the fragmented architecture, very nice!
Very intriguing stuff peeking out from the upper floor.
Epic! So much depth to that shot. Walls look beautiful.
Are you remade that tech shellbox again? Wooden sets of ammo looking really fine everywhere on shots.
That's alot of cold tone, unusual color scheme for your work.
Is this a test map expirement? It's strange for me that the bottom of the wall is a blue/gray texture.
Nice lightening and sky adds to the mood.
Looking great! Original were a bit more humble with contrast, though. Liking the upper wall structures and arches. Demon doors HYPE! Really interested to know about the mod's levels and new features/tweaks.
Nice details, lightening looks "Unreal"!
JackJamson
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