![]() ![]() Platforms in several maps have been raised or widened to prevent grabbing items from below when playing with strict Doom 64 compatibility settingsĪ serious attempt has been made to clarify the visual language of switches all shoot switches now use one of only two switch textures, and those two textures are never used for regular press switches Small visual changes throughout, including new props and more colorful lighting Major balance tweaks on all maps, especially for lower difficulty settings Map26: To aid in navigation, the visible distance has been extended slightly and there are now flaming statues around areas with keys still in them Map26: Removed the partial invisibility and added a couple light amps ![]() Map26: Three additional SSGs are available in case the player misses the first one Map24: Changed out the orange sky and fog for a red sky and darkness Map13: The sky definition has been changed to give a gray, cloudy look and thicker fog ![]() Moved a few items further apart in Map21, 24, and 29 that could not be collected under certain circumstances due to a strange bug with overlapping pickups New stained glass window and light textures well, more random hopefully (and the demon is killed by a crusher so 100% kills is still possible) Map31: An alerted demon was placed outside the playable area so that something would engage the RNG aside from the random switches, making the random switches. Map20: Separated tag numbers on the lost soul monster closet and lift so that the monster closet isn't affected by a late-added secret shoot switch that's only supposed to raise the lift further Map18: Added a second line to trigger the timer script because it's possible to straferun fast enough to skip the first one Map15: Fixed a missing damage and liquid effect on nukage in the area right before the yellow key door Map12: Corrected a major bug where pressing use on any of the blue key doors other than the first one you're meant to open causes all sectors tagged 0 to "open" Map07: The bar stools are now slightly smaller to cause less collision Map02: Monster-blocking lines have been added around the drop after the demon hallway to prevent infinite height enemies from walling it off I believe this is a glitch in Doom Builder 64's nodebuilder and I haven't found a way to fix them without creating new problems. (One item is despawned.)Ĥ) On Map10, the switch that creates fire to detonate the barrels in the kiln room sometimes requires two presses to work despite being intended to take only one.ĥ) On Map 24, venturing out in the lava and looking back at the main structure can cause pretty significant visual glitches.Ħ) One-pixel-wide slivers of sky appear all over Map26 when looking at structures from certain angles. Maps where I found 100% kills to be quite finicky were:ģ) 50% items is the maximum attainable on Map29. ![]() Often it just comes down to luck and where enemies (or the player) are standing when other enemies spawn, but killing everything as fast as possible does help reduce the chance of failed spawns. Below I've listed all maps where 100% kills doesn't appear to be possible, along with the maximum percentage I was able to achieve on skill 4:Ģ) Related to the same problem as above, other maps are tricky to get 100% kills on but not impossible. The "ghost" gimmick on Map05 also creates several unkillable monsters. Grab your super shotgun and megaarmor this is your final campaign against the forces of the UnAligned.ģ3 - UnTitled (played at startup before the menu)ġ) Because "spawned" enemies in Doom 64 count toward kill percentage even if they're blocked and not spawned, it's impossible to get 100% in a few maps. But while you were busy cosplaying in the Dimensions of the D'Sparils, a new demon emerged in our reality and revived all the hellspawn you ever killed - and dragged you back through space and time for a climactic showdown. When we last left our hero, you had just annihilated every monster across three realms of swords and sorcery. However, they're all pretty loosely-related and are very much enjoyable on their own, so don't worry about jumping straight into this one. The UnMaking is the swansong for my speedmapped "UnSeries," which also includes UnAligned for Doom, UnNecessary for Doom II, and UnBeliever for Heretic. This version is exclusively for Doom 64 EX but a new and improved version with 7 bonus maps is now available for the official Doom 64 rerelease. The mapset is split into three episodes, starting with your classic techbases, moving into the heart of Hell, and culminating in a journey to a trippy dimension where some real experimental levels live. As my last act of 2020, I'm setting this thing free! The UnMaking is my latest (and greatest?) megawad - 33 maps of moody, technicolor nightmares as only Doom 64 can bring you. ![]()
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