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Old December 24th, 2007, 10:48 AM   #81
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No more Guild Wars for you..you go now..
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Old March 5th, 2008, 01:36 PM   #82
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I did a new LotD..... haha

Point Of No Return by Job
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Old March 5th, 2008, 08:04 PM   #83
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That level isn't bad in terms of crawling around and killing dudes. That said, the guy can't align his textures, the ambient sound work is half-assed (very 1996) and the lighting needs serious work.
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Old March 5th, 2008, 08:33 PM   #84
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Haha speaking of textures, the ones that stood out were on some of the crates.... while they were aligned it just looks weird when a brown crate is sharing the same colored top with the gray ones or you go around a crate and suddenly theres a different colored side. It was a fun map tho for a short while and far better than a couple others I started playing and couldn't be arsed to finish due to worse things than alignments..
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Old March 5th, 2008, 10:55 PM   #85
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In all fairness though, the map was made over 4 years ago.
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Old March 5th, 2008, 11:49 PM   #86
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Well, ok all maps had 1996 sound four years ago. But mis-aligned textures everywhere? Sheesh! Aligning textures is pretty easy, even in ancient editors.

It is certainly neat how the monsters kind of pop out of the woodwork here. Could have done without most of the DOOM 64 sounds though.
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Old March 6th, 2008, 10:24 AM   #87
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The only sound that bugged me was the sparking noise from Quake 2.

The stealth monsters were pretty neat.... I like how they appeared when attacking then turned stealthy again.
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Old March 6th, 2008, 11:09 AM   #88
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Yeah, the monsters were cool. Were they really stealth? I thought they just blended with the shadows really well.

The sparks got out of hand. You really only can use those effectively if you have some regular ambiance like machines or electrical hum.
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Old March 6th, 2008, 11:22 AM   #89
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Woo! new Level of the (Randomly selected) Day
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Old March 9th, 2008, 07:24 AM   #90
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Quote:
Originally Posted by Aliotroph?
Yeah, the monsters were cool. Were they really stealth? I thought they just blended with the shadows really well.
Well they were totally invisible until they attacked or you hit them.

Quote:
Originally Posted by Aliotroph?
The sparks got out of hand. You really only can use those effectively if you have some regular ambiance like machines or electrical hum.
Yeah I agree but I think it was heard way too often. Like the wolf howling sound in Eternal DOOM IV: Return from Oblivion.... hearing it once in awhile would be cool but after you hear it lots it kinda breaks the ambience.

I did up another one!

Demons of Problematique by Exl

Definitely worth checking out.
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Old March 11th, 2008, 01:51 PM   #91
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Ahh, now we have one with excellent ambient creepiness but Hell is filled with doors run on servos and hydraulics. Funny how that never gets fixed in DOOM mods.

Very pretty though, despite the darkness making my eyes hurt. I'll need to go play it again later. I died in a flood of imps. lol
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Old March 11th, 2008, 01:57 PM   #92
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Well if the monsters can have legs with servos and hydraulic clomp, then why not the doors? haha, I agree with you.... It would be nice to have seperate sounds for tech and medieval/hell doors n dropping walls.
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Old March 17th, 2008, 05:35 PM   #93
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I think some creepy breathing noise would sound good for some nice hell doors. It would fit in with the skin textures.
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Old March 18th, 2008, 01:10 PM   #94
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Aye, that it would.
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