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    kvsari

    @kvsari

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    Best posts made by kvsari

    • Ten Day Vacation

      Ten Day Vacation is one of my favourite WADs and my most favourite DBP. It was playing this WAD that helped me decide to start mapping. I commend @joe-ilya for choice of theme as I love it. In fact, I like this WAD so much I have replayed it the most. And, I have just played it again!

      Please find attached FDA's of runs through each map. Recorded in DSDA Doom on complevel 2. kvsari_dbp27_fda.zip

      MAP01 : "The Title" by 40oz
      I like this map for the amount of storytelling you can make as you play. It is dripping with atmosphere.

      What I do not like is the twitching human at the start in the lonely cave. What's up with that? I think the presence of that decoration subtracts from the variety of storytelling you can do.

      MAP02 : "Birdemic 3" by 40oz, Supercupcaketactics, Chaingunner
      If the first map was good, this one is an excellent follow on maintaining the high level of quality and storytelling. Perhaps it's because it was stitched together the map has a real "this is the tourist part" and "this is the functional service area that the tourists don't see" part.

      What I do not like is the abundance of corpses... but it makes sense so isn't as bad as that one twitching one in map 01.

      MAP03 : "The Slayover" by Bigolbilly
      Very nice map. Short and sweet and a secret inside a secret which originally took me ages to find. Gives you that island hopping feel.

      MAP04 : "Resort To Violence" by joe-ilya
      Another wonderful map. Love the romp through the hotel (and the love bed) ending with a showdown with a mancubis boss in his big blue chair. Once again the storytelling stays strong and true. Loving the holiday theme of the WAD by this point.

      MAP05 : "Blue Sea" by Zillah
      Not too hard. I think it's a villa.

      MAP06 : "I Poisoned The Water Supply" by A2rob
      I can imagine this map to be the utilitarian, grimy functional part of tropical paradise. The necessary water purification plant for example. That would be tucked out of the way of all the hotels, casino's and beaches. Phew.

      It's HARD! I'm not such a good player and the level is punishing enough without resorting to such high damaging acid. I consider it unfair as much health is placed in the acid. You cannot avoid damage in getting health. Also, some parts force inescapable damage (the platform with the arachnatron where there is the environment suit and switch). I died many times in these sections. I believe greatly reducing the damage amount of the acid floors would double or triple the goodness of this map.

      MAP07 : "Gran Jota" by Zillah
      A nice breezy map. I very much enjoy this map especially after the nightmare that is the previous map. It makes for good juxtaposition with the previous map. Feels like you've island hopped to some ancient Tiki Temple. Storytelling is maintained.

      MAP08 : "Bungalow Brawl" by 40oz
      Good combat geometry, hard but not too hard, plenty of fights, excellent ammo placement, lots of health. Yep, standard 40oz with another high quality Doom map.

      But... storytelling.. kinda pauses (doesn't break because it is good combat geometry). I feel as though this map could easily fit in a standard techbase type of WAD and it was given a splash of tropical paint and placed in this WAD instead.

      MAP09 : "Praia De Icarai" by Glenzinho
      I consider this to be the best Doom map I've ever played. It was this map that made me decide to give mapping a try (eventually, I wouldn't start until much later). Its storytelling potential is immense. It's big and beautiful. And it is internally consistent and hews to a central unifying principle; well it is modeled from a real place after all.

      MAP10 : "Credit Roll" by joe-ilya
      Nice short map. Rick can't roll me. Makes for a good outro.

      posted in Doom General
      kvsariK
      kvsari
    • RE: Heretic Notes Compilation

      You should do a map for the coming Heretic project @sexybzzrak . Also, eat your Natto!

      posted in Mapping and Modding
      kvsariK
      kvsari
    • RE: What makes you want to download a wad?

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

      posted in Doom General
      kvsariK
      kvsari
    • RE: [I WISH] Co-operative online map making

      Have you guys had a look at the Cube Engine? It applies that concept of collaborative map editing and does it in engine.

      posted in Mapping and Modding
      kvsariK
      kvsari
    • Spawn Cell

      Spawn Cell

      UAC is at it again! They've recovered samples from the IoS and begun to run their usual biological experiments on it. Something like generating their own expendable workforce without having to worry about safety inspections or unions. It doesn't work out. You have to go in there and shut down their mad experiment.

      lvl1.png lvl2.png lvl3.png

      Update! RC2
      spawn-cell-rc2.zip

      This is my first WAD, but not my first map. I have no idea what I'm doing. Please let me know what you think.

      Tested in DSDA on Complevel 2.

      posted in WAD Releases
      kvsariK
      kvsari
    • RE: The Heretic Project (Quest Name Pending)

      @Cuppykeks
      I'm plodding slowly on my map. No screenshot. You mention a village; may this village have a well?

      posted in Community Projects
      kvsariK
      kvsari
    • RE: Limit-Removing Heretic Project

      Bought myself a copy of Heretic. @Cuppykeks , I now have HERETIC.WAD. @joe-ilya , looks like I need to give it a playthrough.

      posted in Mapping and Modding
      kvsariK
      kvsari
    • RE: The Heretic Project (Quest Name Pending)

      @Cuppykeks
      Banquet Of Flames
      kvsari_fda_sct_banquetofflames_t1.lmp
      kvsari_fda_sct_banquetofflames_t2.lmp

      Focused gameplay on using bombs and a challenging crusher section. I like how reducing the armoury to three weapons greatly increases the tactical positioning in the battles. The time bombs are quite necessary to surviving most battles. You provide ample tomes of power to wring extra value from the limited weapons. The Phoenix Rod is a good choice for third weapon as it's punishing to misuse and goes right through the ghosted enemies. Any other weapon (unless I missed them) would have made the battles too easy. I also like that low tier enemies were mostly used throughout.

      The geometry of the level itself evokes a real fantasy village with a sense of panic due to all the flames. The double tiered outside of the raised paths and water down below provides nice movement obstacles and highlights the character of the village. The menacing floating structure at the end is a nice bit of storytelling to show who's responsible for this attack. The inside of this structure is strangely charming.

      The map is very busy with dense detail. I think the length is appropriate.

      A good map. I didn't find anything jarring or unfair.

      posted in Community Projects
      kvsariK
      kvsari
    • RE: Bernewfie - Hexen hack-of-a-port for DOS

      Damn, I'm playing through Hexen right now actually (but using another source port).

      posted in Source Ports and Tools
      kvsariK
      kvsari
    • RE: The Heretic Project (Quest Name Pending)

      Please find attached my submission, I call it Furnace; [kvsari]_furnace_v1.wad

      Please let me know what you think.

      posted in Community Projects
      kvsariK
      kvsari

    Latest posts made by kvsari

    • RE: Spawn Cell

      Uploaded RC2.

      posted in WAD Releases
      kvsariK
      kvsari
    • RE: Novel in Doom format

      Just finished Three's a Crowd. What a high quality WAD! This is what I was talking about. Each map tells its own story and a part of the overarching story. Every map is different and not a single slot is wasted on filler (in my opinion). My favourite level would have to be MAP29 Sheer Poison. Not because I think it's the funnest (I hate the constant damage) but because it clearly communicates through the gameplay itself and the map geometry (where you start in a fake warehouse but really you're in hell), that the IoS is done playing around and is really trying to kill you this time. Combined with the music it gives a sense of hopelessness. That death is inevitable and that your struggles are almost over; give up, you'll die anyway, soon you can sleep. This level communicates a sense of sadness due to the inhospitable environment coupled with the cruel deception at the start. The last level, MAP30, is the only IoS fight I've encountered which isn't a let down. The strength of the multi-map build-up of the IoS and the sacrifices of the Doomguys gives gravitas to this enemy (without relying on the spawner!).

      posted in Doom General
      kvsariK
      kvsari
    • RE: Novel in Doom format

      Three's a Crowd is kicking my ass! I'm finding this wad to be quite difficult. @joe-ilya, are you punishing me for Spawn Cell?

      posted in Doom General
      kvsariK
      kvsari
    • Novel in Doom format

      I think there is a nascent kind of overarching WAD type in Doom which in my opinion is exemplified by some of Impies releases. We all know him for his Dynamite Duchess trilogy but I'm referring to his excellent Splatterhouse TC and his Strange Aeons.

      This WAD type would be what I call "A novel in Doom format". There are some other WADS out there that I think would fit the bill.

      The main features of a novel in Doom format would be its cohesion between maps creating a sense of journey. This is best accomplished by a single mapper who would have to be quite skilled as there'd need to be some variety to the maps. Also, apart from the intermission screens, the WAD must be in the "show, don't tell" form of storytelling. Thus the geometry of the maps, their themes, features, enemy placement and enemy types (and daresay more) would all convey a non-verbal story which is internally consistent and progresses from map to map.

      What about text? This is tricky and I hazard that the less text the better since the primary mechanism of story conveyance must be in the gameplay itself. Thus the text, if any, must play second fiddle to the map and the monsters within. And here is where the skill would come in, to have a strong story without explicitly signalling that presense of one with walls of text.

      Does anyone else have any thoughts or criticisms about this? Are there other WADs out there you think embody the "A novel in Doom format" concept?

      posted in Doom General
      kvsariK
      kvsari
    • RE: Lazarevenant (13 high quality maps in 1 month)

      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.

      posted in WAD Releases
      kvsariK
      kvsari
    • RE: Spawn Cell

      Thank you very much for playing.

      I'm slowly working on v2. Very slowly. Map02 seems like a real pain for others (I know exactly where to go but I made the map so... real beginner mistake). I think I need to reduce the number of Masterminds...

      posted in WAD Releases
      kvsariK
      kvsari
    • RE: Lazarevenant (13 high quality maps in 1 month)

      Here's MAP05 finished. Very nice map. The ambush in the marble block-house gave me the willies when I ran out rockets for the ArchVile. I was being very cautious at the ruined house where I died in the last demo. I'll play some more later. I played DBP36 and enjoyed it so I'm looking forward to the Aquatic Wonder portion.

      kvsari_lazarevenantlvl05.lmp

      If I may offer one criticism; the music, although fitting is a bit loud. If this is a problem on my end please ignore it but if not, it means I have trouble hearing monsters and I take some dumb damage for that (chances are I'd take dumb damage anyways).

      posted in WAD Releases
      kvsariK
      kvsari
    • RE: Lazarevenant (13 high quality maps in 1 month)

      I decided to give this mapset a try. I've only played the first five levels. Please find attached the FDA.
      kvsari_lazarevenant_lvl01to05.lmp

      I find the levels so far to be visually pleasant and to play well. There's plenty of room to maneuver, enough ammunition and health yet sparing with the armour. Unless I've missed the SSG, its absence ensures that fights with even pinkies remain dangerous. I think the difficulty level is just right and it makes sense that this is a good IronMan WAD. The first five maps so far make me feel like if I was concentrating super hard without any distractions and with a bit of luck (and the difficulty doesn't ramp up any much higher because I'm really not that good at this game) that I just might be able to beat it.

      My favourite parts so far are the overgrown library with the cylindrical bookshelves and the "riptide" ledge hopping. I also like the waves in the water.

      posted in WAD Releases
      kvsariK
      kvsari
    • RE: Spawn Cell

      Thank you very much for playing! Here I thought MAP02 was my best one. Your criticisms make sense now in hindsight. I really appreciate your feedback.

      posted in WAD Releases
      kvsariK
      kvsari
    • Spawn Cell

      Spawn Cell

      UAC is at it again! They've recovered samples from the IoS and begun to run their usual biological experiments on it. Something like generating their own expendable workforce without having to worry about safety inspections or unions. It doesn't work out. You have to go in there and shut down their mad experiment.

      lvl1.png lvl2.png lvl3.png

      Update! RC2
      spawn-cell-rc2.zip

      This is my first WAD, but not my first map. I have no idea what I'm doing. Please let me know what you think.

      Tested in DSDA on Complevel 2.

      posted in WAD Releases
      kvsariK
      kvsari