AAAAAAAAAAAAAAAAAAAAAH. My cat is exploding.
Posts made by NoisyVelvet
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RE: Amorphous Euphoria - Development Finished
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RE: Amorphous Euphoria - Development Finished
@Cuppykeks said in Amorphous Euphoria - Due August 10th:
If anyone wants to change the music and/or sky they use in their map let me know.
I might want either a pitch black or pitch white sky. Though the dark gray and light gray stock flats are doing ok. I've got work related stuff tying me up for a while, so my "map" isn't gonna have the 5 billion amount of swirly-line defs as is, and I'm fine with imperfection. It's a cute enough doodle as is.
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RE: Amorphous Euphoria - Development Finished
I haven't forgot about this. I accidently sucked myself into another project, but I'll have something by Aug 10th.
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RE: Amorphous Euphoria - Development Finished
OH shit. I gotta get off my ass.
Edit: I'm pretty sure I'm gonna add a little more detail to the kitty drawing, and scale it up, and turn it into a bunch of catwalks (no pun intended) a la The Chasm. Then I'll work from there, probably have an optional exit at the start of the map for those who don't want to max it and just want to leave. Also, it turns out that stock Doom doesn't actually have a pitch-white nor pitch-black flat texture, but I might be able to do gimmicks with LightAmps and Invulnerability... I don't really know.
Even if I don't get too crazy with it, I'll at least have something that people can walk around in a bit until they get bored, and I'll still have the map around if I want to build on it later down the road after this project is released.
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RE: Amorphous Euphoria - Development Finished
@cuppykeks said in Amorphous Euphoria:
Sounds like I need to add another acid pit to "fix" that softlock!
Heh, the fact that it's at the very end is gonna cause at least one massive ragequit, but that's ok. It looks signposted enough in the new version as inescapable. But I just think that's funny.
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RE: Amorphous Euphoria - Development Finished
FDA for Pickled Sunday.
noisy_sct_pickledsundayv1.zipI liked it a lot. The no escape pit was stressful in a good way. And... where I died near the end of the playthrough (I belly flopped into it). I finished off-recording and found the last shoot switch all the way in the back.
You can also softlock in the north section after you raise the platforms, at the very very end
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RE: Amorphous Euphoria - Development Finished
I have a thing I'm working on, and am leaning towards using this project as a landing grounds for it.
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RE: Flash Damage
Oooooh I like the idea.
Picky notes incoming: Because it's just the pain state, it still feels a little awkward when, for example, when you blast an Archvile but it doesn't have any indicator (but still damaged it). Something feels mentally disconnected in this case: Having a haptic for the pain state be this magnitude of flashy, while having little reward for general damage, feels inconsistent.
It also made me realize how short the Imp's paint state is, and the shortness of the imp's flicker is awkward. But it also makes imp hordes more satisfying to blast, because you get to see how your pellet-spray lands on them (assuming pain state triggers).
Basically, I ran around in Suburbs Map16 and did indeed have fun with this demo.
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RE: Amorphous Euphoria - Development Finished
I played through your map, and it was a very good map. Unfortunately no FDA. But good map.
This project feels like a good creative outlet. The xvertigox Atari colored mapset might eat up some of the energy that would've gone into this from people in general. We'll see, though!