• [Vanilla, 30 Maps] 🛢️ Skibiditernal 🛢️

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  • HardBoiled - Spetsnaz

    gzdoom zscript decorate weapon pack weapons
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    RMGR
    Updated poor "SVD" sniper rifle a bit (with some withdrawals): Reduced amount of carrying ammo from 300/600 to 150/300. Added penetrating effect, so main target gonna have 50 additional DMG along with those poor bastards who standing behind them on the distance up to ~1024mu. Here is a link to the latest version...
  • Rise of the Triangles is now on IDGames

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    joe-ilyaJ
    Rise of the Triangles is now on IDGames : https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/rottriangle
  • [BOOM] I'VE GOT MY MTV [FIRST WAD BY ASYNC UNICORN]

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    CuppykeksC
    Nice lil' arena map. I couldn't find the exit after I killed the cyberdemons though, IDK if I was missing a switch to open those doors or if I need to update my Doom Retro port. I missed out on a weapon or two until the final fight (I was running around trying to provoke infighting for the first two phases) since I didn't figure out what those switches on the sides did until then. Maybe the FLAT on those could be a brighter color like blue to help it stand out amongst the darkness and monsters roaming about. GG.
  • Spawn Cell

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    kvsariK
    Thank you very much for playing! I appreciate it.
  • Lazarevenant (13 high quality maps in 1 month)

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    kvsariK
    Levels 6 to 7 where nice and fun. Very roomy for zooming about. Combat was fun. I did find the levels a little on the bare side. But those fish! And the fishing boats. So cute. I love it! kvsari_lazarevenantlvl06to08.lmp Level 8 was one tough level for me. I liked it (but hated the crusher section especially when I though of being clever and saving the berserk for later only for you to block my way, good work! 10/10). Aesthetically I think this level is very strong with the sunken ruins and the fishing boats floating above baiting you with the key on a hook. It's so atmospheric. I also like how no music plays (unless this is unintentional) as it adds to the suspense of the level and fuels its exploratory nature. Having background music thumping away would ruin its non-linearity. An enjoyable, slow paced level. kvsari_lazarevenantlvl08.lmp Now for criticisms. This is the kind of level I'd play with saves. If the levels in this wad are going to continue getting tougher I'm in for a bad time (or I'll have to improve). The one thing I found most lacking was armour. Please throw in another two green armours. That would make things much easier health wise.
  • [RC2] Jack Builds a Techbase (4 maps, -cl21)

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    XulgonothX
    @Thelokk Thank you. Yeah, MAP03 is meant to be the real meat, the rest is just flavour, if they were as much of a magnum opus, that would take away from the main event rather than add to it. Also, RC2 did done duploaded.
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    KUBA18iK
    https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/psxconvjm Got accepted onto idgames!
  • [HERETIC] ... Of Myth Relinquished (7 map DEMO episode)

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    sexybzzrakS
    @NoisyVelvet you're really not missing out on anything. All Heretic will do for you is change your definition of the word "monotonous".
  • Ludicrous WAD (DoomRetro primarily, but most ports/vanilla work)

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    SpinelS
    Hey, @joe-ilya . Thanks for trying it out and sharing your opinion. I get that you don't like it at all, so I imagine there's not much reason in explaining every bit, and also find that what you say sounds logical, especially when it comes to weapon changes made. One thing I would like to say is that none of the sprites are my work and that I have been using Realm 667 lower tier monsters that I though could be easily altered to fit vanilla enemy slots and brought over from zscript/decorate without much alteration of the frames. 2 of those monsters are likely based on Imp "stencil", one on pinkie and of the other two one seems to be based on the other.
  • Projectile Hitscans - For MBF21

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  • HellWorld Version 3 Zandronum mod

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    joe-ilyaJ
    You've been in the community for 4 years, yet you make the same kinds of wads over and over just like this one. This is a huge load of random assets taken from Realm667, and level design that looks exactly like the mock layout on the right. Compare : [image: fpsdesign.jpg] [image: n21KMA1.png]
  • [WIP] [v 1.0] Hell from Earth - "Frank Castle simulator"

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    NomakhN
    @Cuppykeks said in [WIP] [v 1.0] Hell from Earth - "Frank Castle simulator": awesome trailer I'll have to try this Thank you)
  • Smite (10 level beta)

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    joe-ilyaJ
    Your mapset is not exactly Boom compatible, I tried launching the mapset with DSDA-Doom and it crashes on boot with an error about 3 textures. Looking at the wad in SLADE, I found 3 textures with a space in their names, ; removing the spaces makes the mappack boot up with no errors. I played MAP01 and it looks competent, no HOMs or anything (except for the non-solid glass windows). The gameplay however was kinda tedious to me, because there are many enemies that you have to kill with the pistol/shotgun, which is too slow IMO, so I decided to run through them to get better weaponry because I thought there would be a secret rocket launcher just like in the original Entryway, which this map is a remake of, but trying to get to that secret is a pain because I don't know which path to take, and I end up getting into dead ends, and hoarded by enemies and dying. Once I reached the room where I could open the presumed rocket launcher secret, I got stuck in the upper floor with no way to jump back down due to infinite height enemies completely blocking me from leaving the room, and I had to restart. Then after successfully activating the secret I find that it's been replaced with a megaarmor, which disappointed. Here's what I would change in MAP01 : Add barrels. Make the lift near the exit lowerable from above. That way players won't feel like skipping past enemies because they can use the barrels instead of rockets, and won't get stuck on top of the lift if they don't kill the enemies in the room below beforehand.
  • [Release] Amorphous Euphoria

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    CuppykeksC
    @KUBA18i Super late to respond to this (I think I hesitated from trying to check the credits error way back when) but yeah thank you for playing and for the review! Glad you found my puzzle map very palatable!
  • honey whore II

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    Large CatL
    Played through some of the new map, though I got stuck due to some door linedefs pointing the wrong way. honhor2.lmp I like many of the alterations/additions you made here, though a few technical things need to be addressed for the map to work properly. The main issue: all of the doors out of each of the key fights have the linedefs facing the wrong direction, so the player cannot leave once the door closes behind them. I'm not sure which port you are testing with, but this seems like the sort of thing you'll want to note when you are doing a final playthrough before uploading. I'll attach some pics to show what I'm talking about. [image: 1665878490224-doorwayw.png] [image: 1665878512813-doorwayr.png] Another technical issue: the fight for the yellow key doesn't seem to function as intended, as none of the monsters teleport in, so it's just you and two cyberdemons. When placing teleport lines, make sure the monsters have enough to room to mostly walk all the way across to the other side; right now, the lines are too close to the wall, so monsters can't cross them properly. You might also want to make sure the monsters in closets get woken up earlier, since I can easily run in and grab the yellow key without shooting. [image: 1665878813697-tpspace.png] Regarding the fights themselves, most of it crumbles without much trouble. As you can see in the demo, the first leg up through the red key can be handled taking essentially no damage. I liked your baron placement at the top of the steps after getting the red key. The V-shaped arena is a cool idea, though it's largely a roll of the dice whether you get zapped initially, and once the AV is dead, mopping up the revenants poses little threat (this reminds me of the end of Sunder MAP02). I don't know how the fight for the yellow key goes, since nothing teleported in. Overall, I think you way overestimated the time needed to play the map, as I was done in less than 15 minutes. Your style of combat certainly caters to the slaughter crowd, though the difficulty is pretty far on the easy end right now. That's fine if you'd like to keep it that way, but if you wanted to explore more difficult fights, there is an audience for that. A note on testing: which port are you using to test? It can be worth noting what you are testing with so that I can more easily navigate bugs that may arise from differences in behavior between, say, DSDA Doom and GZDoom. Also, be sure to do a full run of your map before uploading to make sure everything works correctly, as that will catch a lot of the sorts of bugs that can stop other people's playthroughs.
  • This topic is deleted!

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  • my first wad

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    weird_ufoW
    I will be making a follow up map taking notice of your guy’s notes. Thank you so much
  • Flash Damage

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    segfaultS
    This has been a staple for me when playing wads that don't modify enemies. Absolutely love it.
  • flavor.wad | spice mod focused on Woof! and DSDA-DOOM

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    segfaultS
    This shit rules