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    Posts made by joe-ilya

    • RE: Novel in Doom format

      I like getting my ass kicked in Doom maps, and I thoroughly enjoyed that megawad. Perhaps you should bump down the difficulty, it's a tricky one for sure and I should've given you a warning.

      Another example I have is Zombie Horde, a Zandronum mod for multiplayer where you're either a zombie whose goal is to infect all the marines, or a marine whose goal is to escape/kill all the zombies.
      There are escape maps that follow a narrative, there's a journey through a city to get into a bomb shelter, a wild western romp to get on a moving train, or a lab escape to get on a helicopter, and more.
      Here's an ancient video of me playing through one of the escape maps :
      https://youtu.be/DhhooKu6AZM?t=44

      posted in Doom General
      joe-ilyaJ
      joe-ilya
    • RE: Novel in Doom format

      https://www.doomworld.com/idgames/levels/doom2/megawads/3iac
      Three's a Crowd is a highly creative vanilla megawad by Scypek2, "It tells the story of three people and the different challenges they face trying to survive and save each other after the research facility they're stationed at is struck by a hellish invasion..."

      On a much smaller scale there's this : https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dparody
      But it's more of a joke book.

      posted in Doom General
      joe-ilyaJ
      joe-ilya
    • Scythe X Episode 3?

      doom209.png
      There's a sneak peak into the third episode from episode 2, what do you think the theme would be for that episode based on this little arena?

      posted in Doom General
      joe-ilyaJ
      joe-ilya
    • What map designs did Plutonia steal?

      Beyond the obvious MAP32, MAP18, and MAP21 in Plutonia being replicas of MAP01, MAP14, and MAP11 from Doom Ii respectively, what are other examples of map designs being lifted?

      posted in Doom General
      joe-ilyaJ
      joe-ilya
    • What's the deal with D_RUNNIN?

      There's a lot of dislike on D_RUNNIN, but I don't get it, it barely plays when I'm playing the game, even people's first maps usually have new music, so I'm not seeing the burnout either.

      posted in Doom Music
      joe-ilyaJ
      joe-ilya
    • Best door

      bestdoor.jpg
      Doom 2 MAP05
      This is the best door, I love the unexpected way it opens..

      posted in Doom General
      joe-ilyaJ
      joe-ilya
    • RE: Spawn Cell

      spawn-cell-rc1FDAjoe.lmp

      Visually, the maps are better than your previous works, good use of lighting, bright and vibrant, yet cohesive texture usage.
      However, in gameplay and navigation the mappack stumbles a lot, MAP01 was mostly fine, but the lack of item bonuses to indicate where you've been got me lost, because some paths look similar to where they look like I've been there already, even when I wasn't.

      MAP02 and MAP03 gave me a ton of trouble to get through, especially with the FDA format where I can't save and load. In MAP02 it was really unintuitive to navigate once the whole arena opens up, the lifts are hidden like secrets, and would've worked better with switches, or good ol' SUPPORT textures. The platforming was very irritating because the mastermind will shoot you if you're unlucky and it targets you randomly while platforming; the mastermind gimmick really doesn't work with the platforming. The teleporters are impossible to figure out, I couldn't tell where each teleporter would take me, so I have to make plenty of trial and error just to navigate.

      MAP03 is one tough motherfucker, but at least you understand what you're doing when making errors unlike in MAP02. The switches are not always clear at what they open, leading to stalling around, adding some bonus items and enemies to show you what the switches do would be helpful, like in some cases in this very map. The icon of sin section is very confusing, there are so many distractions; getting the red key is unclear because the yellow door wasn't introduced very well, so it was easy to forget where it is, and then you forget how to reach the red door by the time you get the red key because of the yellow door ordeal.

      On the whole there are also a ton of bugs such as an untaggable secrets, nukage sometimes not damaging, HOMs, enemies getting stuck in MAP03 because of the IoS monster spawners etc. That I won't go over because these errors are overwhelming.

      posted in WAD Releases
      joe-ilyaJ
      joe-ilya
    • RE: Post screenshots of the projects you're working on!!

      alt text

      posted in Doom General
      joe-ilyaJ
      joe-ilya
    • RE: [HERETIC] ... Of Myth Relinquished (7 map DEMO episode)

      I checked my E1M2 to see your changes and I noticed two issues :

      • This upper segment of the sky texture is using a forest texture instead of the sky texture. (It was my oversight, it is more noticeable now that you've made the exit room taller.)
      • The new blue sky texture has been removed from the resource pack, as a result the texture is now different than what I intended it to be, I want the sky from the resource pack that I used, I know it is identical to the stock texture, but the stock variant has these columns that I do not want.
        Please bring that texture back.
        doom124.png
      posted in WAD Releases
      joe-ilyaJ
      joe-ilya
    • RE: 1 2 3 let's jam

      https://www.youtube.com/watch?v=8ET1vST_xKc

      posted in Off-topic
      joe-ilyaJ
      joe-ilya
    • RE: WAD recommendations

      Grime by EduardoAndFriends
      5 Boom compatible maps
      alt text
      Made using Duke 3d textures almost entirely, it's used stylistically to create dilapidated and grimed city environments, its difficulty is easy, but with a couple traps that will kill you if you get too cocky. Very DBP-like in terms of quality, creativity, length, and even an exit-less final MAP06.
      The map contains some voice acting by the authors for the zombies, I didn't really like them, but it gave the wad some additional Duke 3D character.


      Venus Temple by Azuris
      1 vanilla map
      alt text
      A newbie's effort at making a map; it's got plenty of small visual errors and it's very easy, but it's fun and has charm; it reminds me of The Unholy Trinity, and MAP31 from TNT with its basic rooms, but with the author's own custom textures that give the rooms architectural purpose.

      posted in Doom General
      joe-ilyaJ
      joe-ilya
    • RE: Ludicrous WAD (DoomRetro primarily, but most ports/vanilla work)

      This makes no sense at all, you claim hitscanners are replaced with projectiles, yet that's not the case with the shotgunner and chaingunner replacements.
      You claim there's no more identical looking former humans and brown imps, but now there's three sets of identical looking imps, with two of them being brown imps.
      You claim there's no more pinkies, but the chaingunner replacements are pinkies with chainguns in their mouths.
      The important shotgun pump animation is now replaced with a rifle that has no animation, yet still has the same reloading duration as the shotgun, making it harder to tell when it's ready to fire.
      The kicking melee is cartoonish, there are better ones you can find in Realm 667 just like the new enemies.
      The boss brain sprite replacement is unnecessary for preventing fourth-wall breaks, because you only see it when cheating.

      posted in WAD Releases
      joe-ilyaJ
      joe-ilya
    • More modules should be used for Doom maps!

      Modules are basically MIDIs, but with their own samples bundled in, meaning they are often less than a megabyte in size and don't bloat your wad's file size.
      They have been used for games such as Unreal, Deus Ex, and Jazz Jackrabbit, and can easily fit into Doom.
      They only work in DSDA-Doom, ZDoom source ports, and Edge-classic however, so if you're looking to make maps for vanilla, Crispy, or some obscure port, the music will not work.

      There is a useful site called The Mod Archive with its huge library, and a handy online music player for instant listening.

      Don't know where to start? Here are some suggestions:

      Scroll down in the home page to see the newest modules, favorited modules and some randomized picks.

      Not satisfied with the results? Here are some personal recommendations :
      Marcin Gackowski | Elwood | Dr. Awesome | Xaser | Robyn | Lizardking | Jogeir Liljedahl | zabutom

      posted in Doom Music
      joe-ilyaJ
      joe-ilya
    • Best monster deaths

      My favorites are gibbing groups of imps with rockets, and telefragging cyberdemons.

      posted in Doom General
      joe-ilyaJ
      joe-ilya
    • RE: 1 2 3 let's jam

      https://www.youtube.com/watch?v=Z1MGZ6_dsKs

      posted in Off-topic
      joe-ilyaJ
      joe-ilya
    • RE: Lazarevenant (13 high quality maps in 1 month)

      That's awesome! I better watch it.

      posted in WAD Releases
      joe-ilyaJ
      joe-ilya
    • RE: The Heretic Project (Quest Name Pending)

      @Cuppykeks FDA for V2 of Cinder Blood : cinderbloodv2FDAjoe.lmp

      It is painful to move around in this map; between the currents, the various monsters, the gasbags, the bumpy terrain, the lava, and the volcano hazards, it is a sensory overload as I was taken along for the ride, with barely any control over my movement.
      I think you should remove the currents and make the floors less detailed/bumpy, as movement in this map is very important, and these two things detract too much from it, when there's plenty going on already.

      I agree with Fiendish about the time bombs, they are absolutely pointless in this map, it would be better to have an additional Morph Ovum and a Tome instead.

      The tree textures look quite ugly with those sharp, flat tops, put a tall grass midtexture over them to make them look more natural.

      posted in Community Projects
      joe-ilyaJ
      joe-ilya
    • RE: The Heretic Project (Quest Name Pending)

      librarytheatreV4.wad

      V4 of Library Theatre, now renamed to The Library Theatre, changes include :

      • Difficulty settings implemented
      • One secret added
      • Fixed the bridge handles making projectiles disappear
      • Fixed secret trap
      • Extra wand ammo
      • Dragon Claws added in other paths
      • One ghost Warrior at the start is replaced with the normal variant
      posted in Community Projects
      joe-ilyaJ
      joe-ilya
    • RE: The Heretic Project (Quest Name Pending)

      @Cuppykeks said in The Heretic Project (Quest Name Pending):

      This map does not currently work with Crispy Heretic. You will need to play it with DSDA-Doom until the port is updated


      NEW MAP (that was an absolute struggle to make wasting time with technical limitations, UDB map stats going into the red aside, having detail and then removing yet alas the map was too great and no longer had any corners to cut while still being unplayable leaving the past few days in vain).

      I share this madness in the form of SCT_StagnantNeverlandV2.zip Plays in the E4M2 slot

      Enjoy 😄

      StagnantNeverlandV2_FDAjoe.lmp

      Awesome map, I loved the openness of it all even when I got lost.

      I'm not sure what's the point of the map scroll when the automap is not available, and the whole thing about the automap not being visible is strange by itself, instead of completely hiding it you could make something similar to Grove's automap.

      alt text

      EDIT: An Iron Lich got stuck under a ceiling spike in a small cave in my FDA.

      posted in Community Projects
      joe-ilyaJ
      joe-ilya
    • RE: HellWorld Version 3 Zandronum mod

      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 :
      mock map

      real map

      posted in WAD Releases
      joe-ilyaJ
      joe-ilya
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