I'm dropping my credits map slot.
Posts made by joe-ilya
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RE: Frightening Experiments 1: Recluse Tech (complevel 21)
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WAD recommendations
Post wads you like, and say something about them.
URBAN SIDE by NoC0ncentrate51
5 Boom compatible mapsThis peaked my interest; a short city episode with what looks like a combination of Doom with Duke 3D, with a cozy design surrounding all the maps.
When I played it, it was on the easy side, with only a couple of traps that did me in.
Abscission by Snaxalotl
7 vanilla compatible maps, with more to comeA dark and moody redux of Doom 2 maps, with an original soundtrack to boot.
Playing the maps actually gave me feelings of impending doom, which is fitting, considering the name of the game, that feeling is given by the relative darkness and emptiness in each map, and the relative sparseness of health and ammo (that didn't feel overbearing IMO), I haven't really seen that done before, and I loved it.
The difficulty is quite easy, with only some deadly traps; MAP06 killed me due to its crushers and having to maneuver them while fighting enemies in a tight space.
The map sizes are similar to the Doom 2 maps, meaning they're medium sized offerings.Curious how this project is going to handle Petersen's maps.
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RE: Limit-Removing Heretic Project
@Cuppykeks You can use a TEXTURE2 lump.
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RE: Limit-Removing Heretic Project
@kvsari Heretic is fun IMO, finished the entire 5 episodes in 2 days a week ago, although I think the first episode is the best, just like in Doom.
I originally didn't touch it because it seemed as a lesser fun Doom clone with overreliance on switch "puzzles", but that problem applies to the sequel; Hexen -
RE: Frightening Experiments 1: Recluse Tech (complevel 21)
@MattFright Can I make a credits map? I want to make a peaceful walk.
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RE: Limit-Removing Heretic Project
Let's use some Doom 2 textures, there's thousands of Doom 2 wads that use Heretic textures, but it's never been done vice versa.
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RE: Stupid things in maps that bother you
@Cuppykeks What about barrels that kill enemies before the player sees them explode?
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RE: Your Favorite Doom Map Trap?
The triple trap in Monster Condo with the increasingly dangerous hitscanners, a cherry on top would've been a spiderdemon at the end, behind the player, to make it a quad trap.
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RE: Best way to end a wad?
@Devalaous Yeah, I agree, an IOS ending is lame and underwhelming after playing 29 maps, IOS's place nowadays, if any, should only be in the middle of the set as a mid-boss.
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RE: What's your favourite classic Doom MIDI?
@Devalaous I don't get why people like Death's Bells and Into the Beast's Belly that much, they're such loud and repetitive tracks compared to the rest of the wad, I always find myself lowering the volume by a lot when they are used.
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How do you playtest your maps? (besides fixing bugs)
-I don't collect secrets until I reach the exit; to ensure players who don't find any secrets will still have fun.
-I run into open areas without looking behind corners; to ensure players can run freely without getting punished too hard.
-When I spring big traps I wait 5 seconds before shooting and moving; to ensure players don't get punished too hard for not knowing what to do immediately.
-I make sure mandatory jumping sections don't require straferunning; so that players who don't know about it can pass without it.
-If I want to have a map with tight ammo balance; I put a chainsaw or a berserk, and I playtest without using them; my goal then is to have only a tiny bit of ammo left by the time I reach the exit, that way melee will be viable when players run out of ammo.
-I don't save much ammo, if for example I have an SSG ready and there's an imp in my face, I will use it even though it will waste 1 extra shell.
-I don't use infighting.
-I don't use saves.
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RE: Lazarevenant (13 high quality maps in 1 month)
Here's the progress I've done for the entirety of October, contains 13 maps, from MAP01 to MAP12, and MAP31 comes after a couple skip maps.
->->-> Download MAP01-12 + 31 <-<-<-
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How would you change Doom bosses?
...with the exception of the cyberdemon, boss monsters are lackluster;
The baron's HP is not worth its very basic attack that the cacodemon has too, I'd replace them with the Afrit, a floating baron that shoots a big wave of fire projectiles.
The cyberdemon is perfect.
The mastermind feels like a lazy leftover from Wolfenstein, it's an oversized monstrosity with a basic hitscan attack, I'd change its hitbox to be smaller, make its pain chance much lower, change its attack to be a volley of fire like the afrit's, but make it rapid, with a gap in between that randomizes its position; that way it creates a huge bullet hell all on its own.The Icon of Sin is honestly just annoying if anything, I'd replace it with an enemy that can fly and manipulate the environment around the player, one attack could make the floor below the player lower and turn into damaging lava for a few seconds, another attack could spawn blocking hazards around the player to trap them in a 256x256 square for a few seconds, in addition to all that, it would also spawn monster cubes just like the original IOS, but for the sake of fairness it won't spawn archviles.
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RE: Lazarevenant (13 high quality maps in 1 month)
Thank you very much, this is very encouraging to keep me going.
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RE: Post screenshots of the projects you're working on!!
I thought you hated HDoom
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Lazarevenant (13 high quality maps in 1 month)
Formerly known as "Doomer Boards Project Tribute".
I am working on a limit-removing full megawad which will have 6 episodes consisting of 5 maps each, each episode will use a different DBP theme, so far I have completed 13 maps in a single month!
->->-> Download MAP01-12 + 31 <-<-<-
MAPLIST:
Episode 1 : Lillywhite Lillith (luxurious castles)
MAP01: Pry
MAP02: A Great Wall
MAP03: Throwing Stones In a...
MAP04: Big Tower... Said Xaser
MAP05: CliffsideEpisode 2 : Aquatic Wonder (underwater)
MAP06: Shallow Beginning
MAP07: Coral Fields
MAP08: Sunken Ruins
MAP09: Bermuda Triangle
MAP10: ResurfaceEpisode 3 : Japanese Valentines (only 2 maps at the moment)
MAP11: Dojo Ninja
MAP12: Market Place"Secret" map : The Magnificent Five (wild western)
MAP31: The Magnificent One
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RE: my first wad
Honestly this is a really good map for someone's first map, it has a consistent color scheme, fun infighting scenarios, decent lighting.
All this really needs, apart from some bug fixes; is some texture variation, while still maintaining the brown-red color scheme, and some height variation in the arenas.
The floor in the final arena is however too busy, you'd be better off copy-pasting much bigger hexagons; they will look better and pop out more, instead of having this mush of tiny hexagons, which looks really ugly I got to say. -
RE: How do you implement difficulty settings?
@RancidSam said in How do you implement difficulty settings?:
I usually avoid changing fodder like Shotgunners and Zombiemen
Switching from shotgunners to zombiemen can work.