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Light-Maze (JumpMaze with monsters)
by DoOm_xx
new comments Doom 2, single player
in progress, Skull Tag
screenshot #1screenshot #2screenshot #3
18.03.2014

Description:

. : Light-Maze : .
Basicaly Light-Maze is a cooperative-wad but what makes it different from normal coop is that it has lots of jump-platforming areas. The wad is recommended to be played with more players (or just 1 more then yourself) since it has alot of monsters and the parts can be more interesting to explore with more players.

Other Info:

Authors: DoOm_xx/aka Lightning/aka Xtream
Development started: January, 2012
Development finished: Final release not out yet.
-
Latest version was released May 15, 2013.

Enjoy!



PFL writes:(new) 05.03.2014, 01:42 GMT+1

Very nice. I will try this this in a short while and come back with impressions.

DoOm_xx writes:(new) 05.03.2014, 11:16 GMT+1

Ok thank you

PFL writes:(new) 08.03.2014, 02:53 GMT+1
edited 08.03.2014, 02:58 GMT+1

So, your work looks and feels amazing. I like the addons a lot. I unfortunately did not went further map 3; I had ENOUGH of the extreme jump sessions one after another after another after another.

It worked great with GZDoom to that point. I'd wished I wanted to see more. I will wait for tha bridge :)

Oh, and I wonder very much what fun could be generated by sharing distanced platform jumping with up to 8 players.

DoOm_xx writes:(new) 09.03.2014, 16:36 GMT+1
edited 09.03.2014, 16:55 GMT+1

First off, thank you for the comment. Secondly, the most of jumps in this wad is tested and designed for Skulltag/Zandronum. I am sure if you play Map 3 with ST/ZAN it will be alot easier to get thru. The jumping is different from GZdoom/Zdoom to Skulltag and Zandronum. In Zdoom the jump physics are not right for this wad (at many times when you pass the maps). It has 11 maps (13 with secret maps totally), there is alot more to explore :)

PFL writes:(new) 10.03.2014, 02:11 GMT+1

Is that thru ? Well, then, I'll Zandronum an install somewhere and complete your maps; they deserve it. Will get back with appropriate comments in a while and I wished I had not written anything about "extreme distanced platform jumping sessions" ... sorry. :)

DoOm_xx writes:(new) 10.03.2014, 23:52 GMT+1
edited 18.03.2014, 08:45 GMT+1

Ok, any more comments about how the maps were would be appreciated.

PFL writes:(new) 19.03.2014, 03:44 GMT+1

Nobody's here no more on a regular basis but me :( and I'm busy on another wad right now. I'll give it a real try immediately after, I'd say by mid next week. Your dealing in a dead place ...

ledillman writes:(new) 26.03.2014, 00:43 GMT+1

Jumpmaze like wad? interesting... i'll try it when i have some time for dooming.

PFL writes:(new) 30.03.2014, 05:47 GMT+1

I have installed Zandronum. Don't like it :) I miss my clean and versatile GZ's ...

Anyway, ..., as you said, jumping is made MUCH easier. So it went MUCH easier with the stepping protocoles. Map one made. Almost ? I am stuck before the exit switch ! Cannot reach it. What's the trick ?

DoOm_xx writes:(new) 30.03.2014, 10:34 GMT+1
edited 30.03.2014, 10:41 GMT+1

You have to jump from the slopes in the room behind the door to get up on the bridges and to exit.

EDIT: there is a video of some people finishing the first level, you can watch it here: https://www.youtube.com/watch?v=yu4xNLhhVAI

EDIT2: If you want, we can go to the public Light-Maze server on zandronum right now and play. My name is Lightning. And the servername is
[UK] -->Grandvoid--> Light-Maze Project v3.1 + Usermade maps

PFL writes:(new) 31.03.2014, 03:29 GMT+1

:) thanks for the invitation. My relation with Doom has very little to do with playing but all with "testing" it. Maybe even more for discovering every aspects of one's released project. So I will get back to business with this useful info. My marine is still waiting there ...

DoOm_xx writes:(new) 31.03.2014, 22:39 GMT+1
edited 31.03.2014, 22:52 GMT+1

Alright, well our timezones are different so it is hard to know when to join the server :/

Also just a tip about Zandronum, you can change the renderer to OpenGL in it like how Gzdoom is and if you want even smoother graphics, change that in the display options -> OpenGL options -> texture options and turn the "highres" mode or whatever it was called to highest. Then restart Zandronum.

And other than that, you can try using a better resolution for screen if possible

Oh and i forgot to say.. To change renderer you go options -> video options and change the renderer which probably is "software" at first.

PFL writes:(new) 01.04.2014, 02:51 GMT+1

I did that at first but I had forgotten the textures filter mode. Now it's way better.

Up to map 6. I like it. I found on map 1 that you can go through the computer where the marine is. Also, the jump to the exit is hard to figure for a map 1. Appart from that, not much negativeness to say.

I like the interactivity very much. I find the wad very single player ready, so far. Nothing is difficult and the jumps need some practice then it's alright, excepet for the few difficult ones. Pumper is awesome and the bosses too. Will come back.

PFL writes:(new) 02.04.2014, 03:47 GMT+1

Maps 6 & 7 were great. The wad is addictive. I'm getting very good with my jump/pump shootin' technique. Great combination.

The HellKnights hellish surprise was awesome. So was the view from the top of map 7.

In one map for which I lost the number, there's an ArchVile & soulshpere gathered together in a room. I would move the ArchVile further into the room since I had detected him from his hands moving through the wall from the other side.

Map 11 ...

DoOm_xx writes:(new) 07.04.2014, 08:49 GMT+1

Thanks for the comments.


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