![]() Again, I sought to emulate Scythe's little bump of difficulty at the end, but I may have gone overboard. Note: I fully expect to tinker with difficulty settings and such. There are no shotguns in this map unless you get lucky enough to nab one off a perched sergeant, so you better make use of your "power tools," weapons 5 and 6. I was also somewhat inspired by A2Rob's mapping for one particular encounter. Source port used: DSDA-Doom (and ZDoom, but it works fine in DSDA, and that's the important thing)ĭifficulties: Monster count is lower on HMP and HNTR but otherwise I barely touched these.Ī short description of your map: I decided to use only textures that appear in Scythe MAP 06 (with a few minor exceptions), with the goal of creating a spiritual sequel to the original that follows a vaguely similar progression. Midi title and composer: "The Steam Golem's Patrol" by me fixed missing sky transfer behind P1 start ![]() I opted against doomcute and heavy detailing despite urban theme, early Scythe feels more "broad strokes" to me. Let me know if the difficulty is off for the slot. So I had to replay a lot of early Scythes and ballpark the combat feel by writing down elements that caught my attention and trying to weave that in. Not exactly my mapping style, I've pretty much only made arena-driven stuff to date. NM/UV-fast - the secret is upgraded with exclusive blue armor for a better fighting chance.Ī short description of your map (this is optional): Looking for a shipment delivered to a certain UAC-owned warehouse, but looks like an industrial accident isn't going to make things easy. HMP/HNTR - more health/ammo, fewer enemies - the usual. Not as rude as double cyber bridge in 2, but not drowning in ammo/health either. ![]() UV - baseline, I aimed for E1 end (9-10) of 2/X with a touch of modernity.
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