79%, imp fireball to the face, down to 67%, scratched by imp, down to 52%, fireball from Mancubus in the back, down to 0%, all within a second. That's a tough and very quick death! XD
They did the maths 😍 but yeah I knew that death felt bs. I also did actually get a punch off at the imp but Doom's shitty collision detection meant it didn't hit either.
This map has an interesting gimmick. I feel like the encounters it gives are a little underwhelming, though; perhaps that's just a byproduct of the map's relatively easy difficulty, but even then, I feel a lot more could have been done with them while maintaining that quality. Good job on the run!
The final fight is probably the most disappointing. Just a handful of revenants. I like the way the rest of the map allows you to work out an easy way to complete it. But that final fight should've been a bit more... "sunlust". At least have the archvile be part of it as soon as you press the red switch or something.
Full strength hell knight, with full flavour he’s full on. 🍺 haha that tiny “as if” when the Shotgunner clipped you was very relatable. Eeeee big boy map next week aaaaaaaa
I found a kind of cheese for the fight with a revenant and archvile, and I liked it because it makes killing them actually comfortable, no mess happens. So, I just press the switch and very quickly run away and drop off the tall platform and I can do it before the archvile can see me. With a lenient setup this escape is quite consistent to perform. After it's done you kill the revenant alone and later trap the archvile where he waits by blocking the path out and punch him out. And wow, I didn't know about the intended telefrag sequence. I only found the wrong one and thought it was intentional.
Why is this map relatively easy for a map 23? Why is it so late in the set? danne explained once. He said that when they began working on this project, Ribbiks was much quicker then him, and when he was still examining designs, one day Ribbiks dmed him and said "I made map 23", and when danne asked "how do you know that it's a map 23, we haven't designed a single map yet, Ribbiks said: It's map 23. So there you go. Apart from that, what an epic final outtake
Cool info. I think that was the case for map29 as well? Or something similar. Ribbiks designed the carousel room really early on in Sunlust's development and declared that it was going in map29 (or one of the later maps at least).
79%, imp fireball to the face, down to 67%, scratched by imp, down to 52%, fireball from Mancubus in the back, down to 0%, all within a second. That's a tough and very quick death! XD
They did the maths 😍 but yeah I knew that death felt bs. I also did actually get a punch off at the imp but Doom's shitty collision detection meant it didn't hit either.
"Honey, wake up! It's SUNLUST SUNDAY! There's Bony boys to punch!"
12:01 - us coincident fans be eating well (as you've been eating facerockets) - and aussie-accented cussing at the end to top it off😎
That was a particularly juicy facerocket 🙄
Awesome bro
This map has an interesting gimmick. I feel like the encounters it gives are a little underwhelming, though; perhaps that's just a byproduct of the map's relatively easy difficulty, but even then, I feel a lot more could have been done with them while maintaining that quality.
Good job on the run!
The final fight is probably the most disappointing. Just a handful of revenants. I like the way the rest of the map allows you to work out an easy way to complete it. But that final fight should've been a bit more... "sunlust". At least have the archvile be part of it as soon as you press the red switch or something.
Sending my energy for the next map onwards 🤲
Full strength hell knight, with full flavour he’s full on. 🍺 haha that tiny “as if” when the Shotgunner clipped you was very relatable. Eeeee big boy map next week aaaaaaaa
The hell knight they only serve at the footy from the members bar.
@ top shelf stuff
Oof, that outtake!
Maybe the most embarrassing death I've had lol
I found a kind of cheese for the fight with a revenant and archvile, and I liked it because it makes killing them actually comfortable, no mess happens. So, I just press the switch and very quickly run away and drop off the tall platform and I can do it before the archvile can see me. With a lenient setup this escape is quite consistent to perform. After it's done you kill the revenant alone and later trap the archvile where he waits by blocking the path out and punch him out.
And wow, I didn't know about the intended telefrag sequence. I only found the wrong one and thought it was intentional.
Oh cool, that sounds really clean. If only I'd found it myself.
Why is this map relatively easy for a map 23? Why is it so late in the set? danne explained once. He said that when they began working on this project, Ribbiks was much quicker then him, and when he was still examining designs, one day Ribbiks dmed him and said "I made map 23", and when danne asked "how do you know that it's a map 23, we haven't designed a single map yet, Ribbiks said: It's map 23. So there you go.
Apart from that, what an epic final outtake
Cool info. I think that was the case for map29 as well? Or something similar. Ribbiks designed the carousel room really early on in Sunlust's development and declared that it was going in map29 (or one of the later maps at least).
👍👍
Nervy level! Didn’t look easy to me, even knowing the route.
You can get sniped from anywhere pretty easily, but other than that it's not too bad.
@ I’m so psyched for map 24 and the rest of the wad
Sup
yo Sonic, going fast lately?