Is It A Bug?
Thanks for letting us play your map!
I encountered something which may or may not be a bug. I use quakespasm-spiked and in the beginning area of the map, to the right of the player spawn place is a room with a rocket launcher in it, but I was unable to get into that room, although apparently nothing is blocking the access into the room. I wonder if this is the designed behavior (invisible force field or glass door?) or a bug.
Re: Is It A Bug?
There is a forcefield there, but it's not invisible. It uses the animated yellow force field texture. I play this in QSS as well and haven't had this issue, nor has any tester, so I'm a bit confused.
Can see it here:
Hey, your map looks great and plays well. With the respawning health/ammo at the end, I was able to stock up in between waves. Found all the secrets too; however, not the RL until after everyone was dead. Look forward to the next level!
One Little Thing I Forgot
...are your dogs tougher? They seem to take twice the damage than regular pooches in AD! I am not complaining, I was just curious.
Re: One Little Thing I Forgot
Thanks for playing! And yes, the dogs are a bit tougher at 100 hp. I did this for the sake of recreation, as Viscerafest has a tougher melee rushdown enemy and using fiends would've been too much.
Thanks for your explanation.
After reading your words, I realized that it was the modified palette file which I had put there inside AD folder for higher contrast and brightness that is to blame. Once this file is removed, everything works as expected.
This was a neat little map, and your first release I think? Visual quality is already really good, and it was fun to play through. Looking forward to more!
Vidya Of My Playthrough
Excuse my rambling about Viscerafest for the first 3 minutes.
Very good map, fun has been had.
Good flow, just had about 50th playthrough on nightmare, really liked final battle and color palette.
Thank you for the compliments folks!
I loved this map, great lighting, especially love the last encounter, as it didn't force the player into a cramped space.