Should have looked it up before I asked. Changed map slot and got the sky texture I wanted.
Best posts made by kvsari
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RE: Amorphous Euphoria - Development Finished
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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?
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RE: Heretic Notes Compilation
What about the Chaos Device? That can sequence break too.
EDIT: Whoops, this has already been mentioned.
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RE: Amorphous Euphoria - Development Finished
I have a question if I may. How do I use the other sky textures? I want to use the space texture (sky3) for the sky but I get the green mountains (sky1) instead.
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RE: Bernewfie - Hexen hack-of-a-port for DOS
That's why it's unexpected. The first hub was a pain and quite boring but the next two are fun. I heard there are a further two hubs to go so I may change my opinion.
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RE: Amorphous Euphoria Vol. 2 - Preparatory Potluck
Would something like this suit the project? https://soundcloud.com/oracle666/celadon-haze-arael-remix
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RE: Amorphous Euphoria - Development Finished
@Cuppykeks
May I please have a window texture? I only need it for one place. I want to do a reveal without initiating combat immediately. If not I'll think of something else or just not use the window. -
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.
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RE: Amorphous Euphoria - Development Finished
Please find attached my submission for this project. I call it wizwar. Please let me know what you think. [kvsari]_wizwar_v1.wad
EDIT: Map is in slot 21
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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.lmpI 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.
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RE: Amorphous Euphoria - Development Finished
@Walter-c
Thank you for the FDA. Those revenants in the ruined house don't usually give me trouble but it looks like they took you by surprise.@Cuppykeks
Your FDA was a joy to watch. You're much better at my map than I am!Please wait for version 2.
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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...
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RE: Amorphous Euphoria - Development Finished
@cuppykeks
kvsari_sct_pickeldsunday_v1_t1.lmp
Is this what you had in mind when you said absolute freedom? I normally dislike puzzle maps because I usually find them obtuse and they interrupt the flow. But your map is much better than that.The puzzle mechanic is placed front and center as the unifying principle. In fact it is the first geometry based obstacle you encounter. This is good in my opinion. I like how you taunt the player with the easy way out. This puzzle mechanic stays present throughout the map in the form of pillars (or floors) being raised/lowered peppered about. Thus I'm constantly reminded what the mechanic is and I don't confuse the map for an action map that has this annoying puzzle sequence. It's instead a puzzle sequence that has these annoying (I jest) encounters. The puzzle is also unforgiving in that you can be trapped forcing you to suicide in the provided slime pit. Somehow I like this as it makes the map feel pure and it's not being betrayed to some standard of ease. Well done on the puzzle aspect.
You instigate some dicey combat that forces quick responses. This is the good kind of difficulty. Health is scarce but on a map like this with very positional battles I find it appropriate. Also I took some dumb damage.
Overall the map is short but very dense. I got the urge to save-scum my way through due to the nature of the puzzle and how you can trap yourself. Thus I think the pacing is good in that regard as the puzzle blocks different parts of the map giving a very good sense of progression.
The visual style is eclectic like your other map but I like it. I prefer bright and colourful over grey and gloomy and you provide this in spades. The visual style also helps to highlight the puzzle too which is important.
It was a fine map to play. One of the few puzzle levels I found enjoyable. Good work.
EDIT: Don't worry, I didn't savescum. That would have been very rude.
EDIT2: Demo recorded in dsda-doom v0.24.3 -
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.
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.
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RE: Frightening Experiments 1: Recluse Tech (complevel 21)
@MattFright
kvsari_fe1_v1_fda.zipDNF
I know the map is incomplete but I though to give it a playthrough to see the theme in action. It's very nice! I like the leafy green set deep in a lush forest. Makes the whole place feel alive. I found the map hard and decided to replay it when it's complete. So far so good. But could you spare a little extra ammo and health for poor players like myself? We need the help.One think you should fix is the lift at the start to get your first green armour. You can fall behind the lift and get trapped. Also, there's a HOMs outside after the fight for the plasma rifle.
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RE: Amorphous Euphoria - Development Finished
Did my map get edited? I remember I had huge trouble with the bridge and I needed to set it up as the last thing I did because UDB would muck it up if I drew a single linedef more after putting in the self-referencing sector.
EDIT: Yup, just checked in UDB. The self referencing sector for the bridge got sliced up. Before any edits are to be done, that self referencing sector needs to be moved out, edits made, then moved back in as the last action.
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RE: Amorphous Euphoria - Development Finished
@Cuppykeks
I think I got it. Please do a check on Map07. Please find the wad attached; amoreeuph_v0_kvsari_fix.wadEDIT: I'm caught up with other stuff so if somethings still wrong I won't be able to respond for a few hours. But I think this is it. I used VigilantBSP for the node builder.