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    Posts made by MattFright

    • RE: Your favourite classic doom wads

      Here's some of my favorite wads that left such a strong impression on me you can see their influence in my stuff to some degree or another depending on map:

      • Sunder - Every map has the progression, ambience, scale and music of a final showdown, something that inspires me greatly.
      • Going to Hell - WIP megawad that never got finished that i'd describe as "BTSX E1 without the cookie cutter level design".
      • Paradise - Has combat, aesthetics and music that inspire me like nothing else. To me it almost felt like playing a whole new game.
      • Lost Civilization - Gigantic explorational lush levels that make you feel like you're in a real place, without sacrificing the fun of gameplay.
      • Hurt - This is the only one of these that is one single map, and despite that it feels like something special. Even from looking at the screenshots you can tell that.

      There's many others i'd recommend like TNT Revilution and Eviternity, but i think those above are on a whole other level. They felt like whole unique experiences for me.

      posted in Doom General
      MattFright
      MattFright
    • RE: Underused Doom stuff

      @ChrisJEPlace Eviternity does that pretty well i think (though it does reset your inventory at the end of each episode, kinda like doom 1 does)

      posted in Doom General
      MattFright
      MattFright
    • RE: Amorphous Euphoria - Due August 10th

      @ChrisJEPlace Just recorded a demo for your map: mfchrissmeggindemo1.lmp

      First half was adorable! Second half was TERRIFYING. You can can see me playing very slowly partially to appreciate all the details, but also partially due to fear of ghosts and archviles. By the way, the first encounter telegraphing that the level would have more ghosts was absolutely genius! Overall i really enjoyed the map and loved everything about the visuals and even the magic you did with the lasers and the armor pod and everything else.

      This map has filled me with inspiration, if it wasn't for the deadline being so close + the map i'm working on being a bit of a nightmare, i'd probably make a second map for the project. Who knows, maybe i can still finish what i've got :x

      posted in Community Projects
      MattFright
      MattFright
    • RE: Doom Universe International thread

      Brazil, probably one of the most difficult countries out there to get up on your two feet financially all by yourself 😛

      I plan on moving to Estonia since it's the polar opposite of everything i dislike here, but it won't be anytime soon.

      posted in Off-topic
      MattFright
      MattFright
    • RE: Post screenshots of the projects you're working on!!

      @segfault From what i've seen so far Antiquity seems like a plain better Epic 2 that i'd actually enjoy to play, great looking stuff so far 🙂

      posted in Doom General
      MattFright
      MattFright
    • RE: Frightening Experiments 1: Recluse Tech (complevel 21)

      Apparently i did a pretty huge mistake: half of the blue key route is broken... Here's a fix if anyone wants to playtest:
      mattfrightbugfix.wad

      It should actually be 100% completable now, and i even added a bit more ammo and health to places.

      posted in Community Projects
      MattFright
      MattFright
    • RE: Frightening Experiments 1: Recluse Tech (complevel 21)

      @Large-Cat hello!

      1- Either way is fine
      2- Would probably use umapinfo if needed, yes
      3- Anyone is welcome!
      4- I'd like to see things balanced to feedback instead, to help better polish things out and to not spend too much time on something that may not be suitable
      5- Length? Not really. Difficulty? Probably around Doom 2 at least, and around Valiant at most.
      6- Sure you can! I included midis in the resources but they are mere suggestions to give an idea of what i'd think would fit the theme. You can of course bring in something else if you think it'd fit your map better.

      posted in Community Projects
      MattFright
      MattFright
    • RE: Frightening Experiments 1: Recluse Tech (complevel 21)

      i THINK i broke the sky in V2. Here's a quick fix: (deleted)

      EDIT: ffs had to fix some flats now. Here's V2.2!! FE1_V2.2.wad

      posted in Community Projects
      MattFright
      MattFright
    • RE: Frightening Experiments 1: Recluse Tech (complevel 21)

      Just updated the resources wad to V2! Included a bunch of new textures (some requested by @Nefelibeta), an appropriately themed M_DOOM by @Tainted-Slav and a 100% playable and completable version of my map. I still haven't finished detailing or even placing teleporters to get back if you fall out of bounds (so for now you just die if you fall outside the playable space of the map).

      Some of the new textures are techy but i also included a few to justify the lava textures, so if you want to make a volcanic jungle kinda map you can do that. I also added in a new sky if you want to use that (either just make your map past map... i think 21? or make a simple umapinfo, or just use sky transfers for the time being. I can help out if anybody needs any with that.)

      The link in the OP is obviously updated, but here it is anyways: Scroll down for the download, i screwed up this version

      posted in Community Projects
      MattFright
      MattFright
    • RE: Frightening Experiments 1: Recluse Tech (complevel 21)

      @kvsari Thank you for the demo(s)!! You actually probably helped remind me of more things to fix than you realized 😛 but yeah i definitely need to do some more rebalancing. This being a nonlinear map and still unfinished i ended up balancing it around my own little route (which i should account for in the future). It also helped a lot to see how someone blindly approaches the encounters already there (some of which i apparently need to tweak a bunch!). I'm glad you enjoyed it too 🙂

      i should be able to upload a fully playable (albeit not properly detailed to my liking yet) version later today, along with a new M_DOOM by @Tainted-Slav. Also made some changes to the OP to avoid some confusion because i didn't explain some things too well.

      posted in Community Projects
      MattFright
      MattFright
    • RE: Source port area?

      I second this. I've asked for a section for ports and tools but haven't heard anything come from it. I hope it can still happen!!

      posted in Comments & Feedback
      MattFright
      MattFright
    • Frightening Experiments 1: Recluse Tech (complevel 21)

      alt text

      Hello all! Everyone knows about the DBPs, right? Well, with this project i want to do something similar, but for this forum! Except i want these to use mbf21 instead of limit-removing, more lenient with submissions, not as prioritized with mod compatibility, way more experimental and most importantly: Bi-montly! That is, two months of deadline with no breaks in-between. Now, what's this first installment's theme? Well...

      alt textalt textalt textalt text

      Recluse Tech's theme is startan techbases in a dense jungle! With a vibrant tropical palette, gameplay changes and textures that will come to be reoccurring in next installments, and two new... "enemies". I won't list gameplay changes just to not overwhelm anybody, but only a few were made to keep a fast pace to gameplay while not modifying it much. Though, the mastermind and arachnotron have been made smaller to be more usable.

      Sour Blossom
      alt text
      Stationary environmental hazard (so that is, non-killable) that shoots an expanding cloud of gas, which deals deadly damage when you're close enough. Comes in a regular variety which is triggered by proximity, and an angry variety which is always angry.

      Sour Bulb
      alt text
      Stationary obstacle which releases a poisonous cloud (similar to the Blossom's, but weaker) that lingers for a few seconds. They chain-react into one another very slowly, and a hacky use of them can be to overlap its hitboxes with an Angry Sour Blossom to keep it docile until the Bulb it's stuck in gets popped.

      Resources download: FE1_V2.2.wad

      In the wad i've also included a (very much unfinished, but mostly traversable) sample map in the MAP02 slot (meaning also that the midi in that slot is taken), the same one showcased in the screenshots above, for reference/inspiration purposes. The deadline for the project is October 1st!! Good luck, and be sure to: test your maps on DSDA-Doom under -complevel 21, always put 1-4 player starts to make sure it's at least startable in co-op, and only implement difficulty settings after some feedback has been given.

      Also, you might've noticed that the resources includes a lot of black textures. Those are just IWAD textures i blacked out since i thought they didn't fit the theme too well (you can still use them as black pitch panels of course). There's also some glitchiness with the statusbar in Woof and DSDA (on software renderer), but those are getting fixed in the ports themselves soon i think.

      If you have any other questions, be sure to leave them below, and i'll reply and/or update the OP accordingly. Good luck!

      posted in Community Projects
      MattFright
      MattFright
    • RE: What's your least favorite weapon? (Besides the melee and pistol)

      I honestly would say the plasma rifle as well. I feel like Antaresian Reliquary makes it absolutely wonderful to use: punchier sound, more powerful looking projectile, slower but more powerful and plasma efficient, even gibs zombiemen and shotgunners sometimes. I kinda wish more wads did away with a plasma modification along those lines.

      posted in Doom General
      MattFright
      MattFright
    • RE: flavor.wad | spice mod focused on Woof! and DSDA-DOOM

      I can confirm this mod is pretty nice, Dusk did a great job at it 🙂

      I do hope more people give it a try!!

      posted in WAD Releases
      MattFright
      MattFright
    • RE: Post a picture of the view out of your window.

      That's a lotta greens.

      I really hate living right in front of a high traffic highway, but i love the pics i can sometimes take from my bedroom's window

      alt textalt textalt text

      posted in Off-topic
      MattFright
      MattFright
    • Post screenshots of the projects you're working on!!

      Hey all!! I'm always sharing screenies of whatever i'm working on in other forums and discord servers but couldn't help but notice there wasn't a place to do that here, so i created this thread to change that (and so other people can share their cool stuff)

      Here's some screenshots of a sample map i'm making for a bimonthly community project i want to start hosting in this forum, starting next month:
      alt textalt text
      alt textalt text

      posted in Doom General
      MattFright
      MattFright
    • RE: Plunge|Standalone GZDoom game and thesis project

      Oooo this looks really cool, especially for a GZDoom game. A lot of standalone GZDoom games seem to have that "GZDoom look" but to me this looks like it could've been made on any 3D engine 😛 (i promise it's a compliment!!)

      I've been pretty busy these months but if i find myself some free time i'll give it a shot

      posted in WAD Releases
      MattFright
      MattFright
    • RE: Amorphous Euphoria - Due August 10th

      @cuppykeks Thanks for the demo!! Actually it helped me realize i marked some secrets weirdly and forgot to change them heh

      Also about the shotgun platform, my strategy was always to kill one of them with the pistol to allow for room for that... Though i suppose i did leave plenty of ammo for you to just pistol them all down from the start 😛

      Anyways here's a updated version with updated secret sector flags and a fixed switch: mappy.wad

      EDIT: Oh yeah i completely forgot maps have names lmao
      I guess i can call this one "Vertigo Cyberworks"

      posted in Community Projects
      MattFright
      MattFright
    • RE: Amorphous Euphoria - Due August 10th

      Aaaand it's already done.

      mappy.wad

      Slot is MAP12 because i wanted that sky and midi... If it gets moved to another "episode" just let me know so i can apply the sky back in thru sky transfers (or do it yourself, either way works).

      I'm also working on another map already! It might end up looking even weirder than this one 🙂

      posted in Community Projects
      MattFright
      MattFright
    • RE: Amorphous Euphoria - Due August 10th

      Feeling like making doom stuff again, so i'm finishing the map i started a whiiiile ago and planning to maybe make a few more!

      alt text
      alt text
      alt text
      alt text
      alt text

      posted in Community Projects
      MattFright
      MattFright
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