That is a shame.
I wish I could start my community project series already to kick this place into gear and activity, but the situation in my country and my workplace has been dismal since October. I can't see myself being a dedicated project lead, I can only make maps for now.
Posts made by joe-ilya
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RE: The mighty Xulgosoth forum!
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RE: Rise of the Triangles is now on IDGames
Rise of the Triangles is now on IDGames : https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/rottriangle
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Rise of the Triangles is now on IDGames
Download : https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/rottriangle
A Boom-compatible megawad of ~20 maps for Doom 2, using only 100 linedefs, with Dehacked to add extra decorations to compensate.
More info and story is in the text file.
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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 -
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. -
Scythe X Episode 3?
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? -
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?
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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.
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Best door
Doom 2 MAP05
This is the best door, I love the unexpected way it opens.. -
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.
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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.
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RE: WAD recommendations
Grime by EduardoAndFriends
5 Boom compatible maps
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
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. -
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. -
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 -
Best monster deaths
My favorites are gibbing groups of imps with rockets, and telefragging cyberdemons.
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RE: Lazarevenant (13 high quality maps in 1 month)
That's awesome! I better watch it.
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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.