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    Topics created by joe-ilya

    • joe-ilyaJ

      Scythe X Episode 3?

      Doom General
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      CuppykeksC

      Darker ZIMMER forest with lakes of nukage and caves of ZIMMER and moss to go spelunking in. Very likely to have a few slaughter fights!

    • joe-ilyaJ

      What map designs did Plutonia steal?

      Doom General
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    • joe-ilyaJ

      What's the deal with D_RUNNIN?

      Doom Music
      • • • joe-ilya
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      SpinelS

      I like D_RUNIN, but I was never an active PWAD player back in the 90th.

      I imagine there are 3 types of dislikes:

      People who genuinely dont enjoy listening to the track while they play Doom II. Maybe some of them genuinely dislike listening to Bobby Prince music while they play Doom II, maybe not, who knows, but somehow I doubt they are very vocal about their dislike.

      People who played a lot of 1-level PWADs in the 90th. They may have played Master Levels, which gave them a bit of D_RUNNING disorder, and then some of them took Maximum Doom for a spin (it was on the same CD, right?) which made the disorder incurable. I think they might share some of their pain with D_RUNNIN when asked about it, but have something better to do normally.

      Bandwagon fellows of type that believe it is "cool" when you are vocal about your dislike of something, which is not, let's say, outright apparently that bad and of type that belive it is "cool" for a "true" oldtimer doomer to have dislike of D_RUNNIN, depite never having suffered from the disorder mentioned. Now "coolness" needs diligent cultivation, so I would expect this type to be the major source of buzzing about how bad the track (supposedly) is.

      EDIT: As I mentioned, I like D_RUNNIN, but I also like some diversity to the soundtrack:

      https://youtube.com/watch?v=ZuvGP-1B6pk

    • joe-ilyaJ

      Best door

      Doom General
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      ThelokkT

      I actually had to look at the screenie for a good 30 secs to understand what was going on, even after playing that map dozens of times.

    • joe-ilyaJ

      More modules should be used for Doom maps!

      Doom Music
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      ThelokkT

      I have switched to routinely use modules for my boom/mbf21 Doom maps, the range of sounds achievable is insane and there is a lot of untapped music available. Imagine your map not having Plasma or You Suck...

    • joe-ilyaJ

      Best monster deaths

      Doom General
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      kvsariK

      I like ArchVile clutch kills when your health is too low to survive the flame attack.

    • joe-ilyaJ

      What makes you want to download a wad?

      Doom General
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      kvsariK

      Apart from screenshots, video, theme etc, I like to consider the wad author.

    • joe-ilyaJ

      What are your Doom themed new years resolutions for 2023?

      Doom General
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      CuppykeksC

      Become a lean mean mapping machine. Crazy, mad, and insane too perhaps.

    • joe-ilyaJ

      WAD recommendations

      Doom General
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      joe-ilyaJ

      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.

    • joe-ilyaJ

      How do you playtest your maps? (besides fixing bugs)

      Doom General
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    • joe-ilyaJ

      How would you change Doom bosses?

      Doom General
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      NoisyVelvetN

      Wait... this forum has downvotes 😄

    • Lazarevenant (13 high quality maps in 1 month)

      WAD Releases
      • • • joe-ilya
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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.

    • joe-ilyaJ

      How do you implement difficulty settings?

      Mapping and Modding
      • • • joe-ilya
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      segfaultS

      I tend to design for a shade of difficulty between HMP and UV and then balance from there. I consider UV to be properly done if I'm challenged by it, but am able to beat it with all monsters killed without any secrets collected (as I tend to put extra supplies in these). From there I'll submit a map to people for crit/feedback and adjust accordingly.

      Lower difficulties see less enemies and some get replaced with lower-tier ones, though I do my best to make sure the replacements have similar roles. I'll never replace a pinky with a chaingunner, for example, but I may downgrade a revenant turret into an imp turret, or swap out a chaingunner for a shotgunner (if I do this though I try to be mindful of the change this makes to what ammo the player will have and adjust ammo pickups accordingly). Changing out a baron for a hell knight's an obvious one. Once I replaced a trio of revenants on UV with a single mancubus on HMP.

      Generally speaking I tend to group enemies into these threat classes:

      Zombieman/Shotgunner/Imp/Nazi SS Chaingunner/Pinky/Spectre/Lost Soul Revenant/Hell Knight/Cacodemon Pain Elemental (individual/in a small encounter) Baron/Mancubus/Arachnotron Pain Elemental (clusters/in a large encounter) Arch-Vile Cyberdemon/Spiderdemon

      And these roles (note monsters don't necessarily fit into just one group and can depend on how they are deployed):

      Pinners (Space/Movement Restriction): Shotgunner, Chaingunner, Revenant, Arachnotron, Arch-Vile, Spiderdemon, Cyberdemon Flushers (Space/Movement Enforcement): Lost Soul, Pinky, Spectre, Revenant HVTs (Combat Tempo/Route Management): Revenant, Pain Elemental, Arch-Vile, Spiderdemon, Cyberdemon Bruisers (Short-Range): Imp, Revenant, Pinky, Spectre, Cacodemon, Hell Knight, Baron, Mancubus Reachers (Long-Range): Shotgunners, Chaingunners, Revenant, Arachnotron, Arch-Vile, Cyberdemon Aerial (Can avoid walls, float, etc. fun stuff): Lost Soul, Cacodemon, Pain Elemental Fodder (Easy kills often as reward or to fill downtime): Zombieman, Shotgunner, Imp, Lost Soul (Best paired with a convenient set of barrels for the player to shoot to score big gibs!)

      (You may notice the Revenant is in almost all of these groups; its popularity is imo derived from its unique versatility as a monster!)

      Higher difficulties I'll use less generous health pickups. A soulsphere on HMP may be replaced with a set of three or four medikits, or a medikit might be downgraded to a stimpack. Sometimes I'll downgrade a megasphere to a soulsphere (again I try to be mindful of the fact that the player won't get a blue armor out of the deal there).

      I tend not to touch armor, ammo pickups, or bonuses, though on HNTR if the situation calls for it I might replace a green armor with a blue armor. I tend to leave blue armor only for secrets or if a big fight is coming and I want to make sure the player is able to survive it.

    • joe-ilyaJ

      Cool logos

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      CuppykeksC

      winner of the franchise wars:

      7bcd3e40-2610-45b6-9015-92e1f5a70847-image.png

    • joe-ilyaJ

      Doom Universe Incident 1 : The Shores of Hell The Way Romero Did

      Community Projects
      • vanilla romero doom1 imitation classic • • joe-ilya
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      joe-ilyaJ

      @Walter-c Yes, I'm planning to make more DUIs, they're going to have different map formats, and different deadlines, depending on the theme of the incident.

    • joe-ilyaJ

      Most angled HUD weapons aren't bad

      Doom General
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      ?

      I prefer centered because I think that's a bit iconic. My only gripe with angled weapons is when the angles are way off and it looks like you're trying to shoot someone to the left that's just out of your peripheral vision.

    • joe-ilyaJ

      John Romero broke his own rules!

      Doom General
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      sexybzzrakS

      What a fucking amateur

    • joe-ilyaJ

      What Doom texture would you use as wallpaper at home?

      Doom General
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      segfaultS

      @dasho said in What Doom texture would you use as wallpaper at home?:

      AASHITTY

      thatd just be this

      56b1c281-6238-48bf-9bc3-80b277ff5569-image.png

    • joe-ilyaJ

      What's your worst gamer rage moment?

      Off-topic
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      joe-ilyaJ

      @segfault d5ef2f76-09fe-4a50-be7a-a84fe3eb1787-image.png

    • joe-ilyaJ

      Share a protip

      Doom General
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      CuppykeksC

      Bait pinky demon bites by running up to them and buy yourself time to shoot and back away while they play out their (melee) attack animation. This can apply well to revenants too.

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