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Fuck you John Romero (RE: Sigil II) and thank you for the memories
Lila Feuer and 32 others reacted to DoomGappy for a topic
It seems like...33 points -
Fuck you John Romero (RE: Sigil II) and thank you for the memories
Lila Feuer and 28 others reacted to ⇛Marnetmar⇛ for a topic
My dear Brad_Tilf, I sense a discord within you. You seem to think that I designed these labyrinths to cause you anguish; as though I were trying, malignly, to break your spirit, sector-by-sector, line-by-line, vertex by vertex. Perhaps it would be wise for me to take some responsibility for this predicament, for regardless of my intentions, my devilish designs seem to have brought you to a point at which you would be justified in suspecting me of such heinous behavior. The truth, Brad_Tilf, is quite the opposite. Hearing that sentence, you've probably filled in the blank for yourself, thinking it probable that, rather than being designed out of malice, they were designed to test you for some purpose unknown to you, and that your passing or failing of this test will be consequential in some way that has not been revealed to you. However, that would not be accurate either: I have designed these maps, Brad_Tilf, these wickedly mischievous designs, of whom only the strongest can conquer, not to torment you, nor to test you. I designed them to help you, Brad_Tilf. You see, ever since you first began Dooming, I have been observing you, playing map after map, wad after wad, and though you quickly gained skill and the much-deserved confidence accompanying it, I sensed a certain tension within you: the more difficult the wads you completed, the less high you reached in your ambitions for the next one. Because, Brad_Tilf, you were afraid. You were afraid that you would not be able to conquer the next one. You were afraid that if you kept going, you would eventually reach a kind of challenge that you had no chance of overcoming. You didn't know what that challenge looked like, but you felt its presence. It haunted your thoughts by day and your dreams by night, lurking in dark shadows, never quite fully revealing itself, but briefly, in rare moments, revealing something amorphous and loathsome. Such a monster never existed. Not until now. I designed the beast that stands before you, Brad_Tilf, for one reason and one reason only: that purpose is for it to be swiftly and decisively defeated by you. Because not only do I believe you can slay this beast -- I know you can. Of course, in your exhaustion and frustration, it is reasonable to ask: how can I trust Romero? Why should I believe he has my best interests at heart after the hell he's put me through? It's not a matter of whether or not you believe me, Brad_tilf. It's a matter of whether or not you believe in yourself. Now go boot up Doom. You've got demons to slay. Your friend and humble guide, John Romero29 points -
Fuck you John Romero (RE: Sigil II) and thank you for the memories
Lila Feuer and 17 others reacted to Dark Pulse for a topic
Yes, and that's the thing you are forgetting. Somehow, this community has gotten it into its head that Ultra-Violence is supposed to be the normal difficulty. It's not. That's Hurt Me Plenty. Ultra-Violence is supposed to be HARD. Romero gets that. Ultra-Violence is hard. You, apparently, are not. Suck it down, bonepie.18 points -
This thread is almost on the same level of nonsense as that poll thread with 20 options that were like of "You salute John Romero with your devil horns", so good job on that I suppose.16 points
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Fuck you John Romero (RE: Sigil II) and thank you for the memories
DiceByte and 14 others reacted to Lisaancelle for a topic
15 points -
Final DOOM demos [-complevel 4]
Monsieur E and 12 others reacted to Orii for a topic
Plutonia Map07 UVMax in 1:19 Zip: pl07m119.zip Video: https://youtu.be/DcfcVG4qh4o?si=Z4Z_pb4iKqD4tsUb13 points -
Fuck you John Romero (RE: Sigil II) and thank you for the memories
S3M_XM and 12 others reacted to The Royal We for a topic
13 points -
12 points
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Hello! We are currently working on Episode 3 and making some great progress. It should be a very nice content update once we're done. I haven't used this thread to make updates lately because we mostly go through our social media accounts to do that. Also I'm pretty terrible at multi-tasking and I haven't had the time to properly update the post here. If you want to keep track of our progress, keep an eye on our Twitter/X page for updates (we try to do Screenshot Saturday posts as much as we can). We also have a Discord group you can join, if you're into that. Anyway as an apology, have some screenshots of the newly completed E2M6 (I don't think these haven't been shared anywhere yet).10 points
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Fuck you John Romero (RE: Sigil II) and thank you for the memories
ᒐack102 and 9 others reacted to Cutman 999 for a topic
Skill issue10 points -
[RC4.1] Chex Quest 3: Vanilla Edition
Arno and 8 others reacted to Melodic Spaceship for a topic
Original trailer: New trailer: Listen to the additional music made for this: Screenshot: This is a backport of the official Chex Quest 3 over to vanilla. This is not actually a mod of the original Chex Quest, but rather of Ultimate Doom using a trick involving secret exits to shorten episode lengths and with a special DeHackEd patch applied which is mostly a recreation of Chex 3's DECORATE stuff. It can also run as standalone in some ports. It serves the following purposes: 1. It will be better for speedrunning, since it will be able to run in ports that keep vanilla demos synced, unlike ZDoom-based ports which don't even keep demos synced between different ZDoom versions. 2. It will be a more complete modding base than Chex Quest 1 and more universal than the original ZDoom Chex Quest 3. 3. If someone's preferred source port is not ZDoom-based, then they can play it in their preferred source port. 4. You will be able to play Chex Quest 3 on a DOS computer (provided it's a 386 or 486). I also released a package to make it easier to set it up in DOS. Download (for DOS): chex3v_dos_rc4_1.zip Download (for source ports): chex3v_rc4_1.zip Download (modding version): chex3d2_rc4_1.zip Also see the website for more information, links to old versions and a modding guide.9 points -
ITYTD exists. And it is always an option.
SF - The Dark Warrior and 7 others reacted to Murdoch for a topic
This statement is one thing people say that I instantly loathe. It screams "I'm looking for an argument!". Fucking hate it with a passion. I have lost count of how many times I have said this. There is no worthy debate or discussion to be had here. Play whatever difficulty setting works for you. The game is supposed to be fun. Play whatever skill makes you enjoy a given map or maps. The end. Anyone who disagrees with this needs to stop overcompensating and remember that, again, it's a fucking game.8 points -
Share Your Sprites!
horselessheadsman and 7 others reacted to SuperDave938 for a topic
8 points -
what are you working on? I wanna see your wads.
Scorcher and 7 others reacted to Treehouseminis for a topic
Yep. Time to start the big map of this set. How can you tell?8 points -
Fuck you John Romero (RE: Sigil II) and thank you for the memories
MS-06FZ Zaku II Kai and 7 others reacted to PsychEyeball for a topic
.OREMOR NHOJ ,EM TA ESRUC TSUM UOY ,EMAG EHT NIW OT8 points -
Fuck you John Romero (RE: Sigil II) and thank you for the memories
Lila Feuer and 6 others reacted to Brad_tilf for a topic
First off - KISS my fucking ass! Are you shitting me? Hard is ok. I get it. You're the master. You're the king of Doom/Doom2 but what the literal fuck? I had to play level 1 a 2nd time because I learned that you don't believe in ammo and it's easier to let the monsters do the work for you. I'm now on level 3. FUCK YOU again. Are you shitting me? God DAMMIT, I just want to enjoy the game (and I am) but did you REALLY have to make it this difficult to figure shit out? BTW, I just ordered your new release **Limited** 3.5” Edition of DOOM II One Humanity mod" so you can fucking kiss my ass again. You are SO fucking good but you are so god DAMN infuriating!7 points -
Share Your Sprites!
horselessheadsman and 6 others reacted to DoomerBlazkowicz for a topic
7 points -
NOVA IV, MBF21 compatible project for beginners (slots filled)
dobu gabu maru and 6 others reacted to kildeth for a topic
Ooh, just noticed this! Good luck on the project everyone. I was the one who opened the project thread for the original Nova.wad back in 2011 if no-one recognises me XD . I honestly should revisit the first wad and check out the two sequels some time, I've been away from the Doom wad scene for quite awhile.7 points -
7 points
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Fuck you John Romero (RE: Sigil II) and thank you for the memories
QuaketallicA and 6 others reacted to Helton342 for a topic
Civvie is that you?7 points -
7 points
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ITYTD exists. And it is always an option.
CyberosLeopard and 5 others reacted to DiceByte for a topic
Change my mind. Oh right, you can’t. It’s just that I keep on seeing people saying “Ultra-Violence and above are the only modes” and stuff like that. It isn’t. HMP, ITYTD and heck, even HNTR (Hey, not too rough) are an option. Ok, I am not 100% sure about the HNTR option is a thing, I think we all forgot about it, but we just need to remember: we’re not all zero masters. Sometimes we just need to take it easy. Reminder: I am not trying to make anyone angry. I just keep on seeing people like “UV and over are the only option”. I am not trying to stir up and controversy. I just wanna see what people think about this.6 points -
6 points
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Doom Pictures Thread 2024
Andromeda and 5 others reacted to Angry Saint for a topic
Still working on liminal brutalism6 points -
minimap theme "Quake"
dmnwizard and 5 others reacted to Volter/Voltage for a topic
taking a break from work, I decided to make three levels that are simple in content and gameplay using textures from 1 quake. download link https://drive.google.com/file/d/1UH_hCfFF_fChqLT11QcF1UkSg5WjherU/view?usp=drive_link ports tested on: dsda, nugget doom, gzdoom. IWAD - DOOM2 texturpack q1tex.wad is included with the map in the zip archive. screenshots: download link https://drive.google.com/file/d/1UH_hCfFF_fChqLT11QcF1UkSg5WjherU/view?usp=drive_link6 points -
Fuck you John Romero (RE: Sigil II) and thank you for the memories
elf-alchemist and 5 others reacted to Decay for a topic
Never irrelevant6 points -
Pirate Doom II (finished!)
ZigfriedYoshimitsu and 4 others reacted to Darch for a topic
Ahoy, mateys! Ten years have passed, beards and mustaches have grown, and here is Pirate Doom II! DOWNLOAD It is a 32-map MBF megawad of tiny to medium-sized maps, with some occasional big maps. It starts fairly easy even on UV difficulty, but the last maps can be challenging. This time, everything works basically just like standard Doom, with minor changes to some weapons and monsters. I did not reskin all monsters again, but I kept adding hats and parrots where I could. Some monsters look the same as in Pirate Doom 1. Designed to be played without jumping or crouching. Doing so will break the maps. Mouselook is optional. Balanced for continuous and pistol start. Any port that supports MBF (complevel 11, not MBF21) should work, but these are the ones tested so far: PrBoom 2.6 (software mode) Dsda Doom GZDoom 4.11 ZDoom 8.1 Woof 14.2 Nugget Doom 3.0 Multiplayer ports like Odamex and Zandronum don't fully support music changers, which are used in almost every map. There will be a version without music changers for these ports, after the final single-player version is finished. Screenshots: Credits:5 points -
Fuck you John Romero (RE: Sigil II) and thank you for the memories
El Juancho and 4 others reacted to Downcologo one for a topic
5 points -
Source Ports personal deal breakers
Professor Hastig and 4 others reacted to TheMagicMushroomMan for a topic
Thanks for clearing that up, you are very cool and hardcore Doom purist. ikr it's nothing like Doom, they made it like Call of Duty now. If you think post-zdoom 2.8.1 is a "pale moodern imitation" of Doom, you either need to get outside a little more often or take five minutes to change some settings.5 points -
Since we're doing this...5 points
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5 points
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Fuck you John Romero (RE: Sigil II) and thank you for the memories
DiceByte and 4 others reacted to ALilGrayBoi for a topic
5 points -
Doom 64 zombie tank credits: Id Software, 3DRealms, Enjay, Midway, DrDoctor, Gorman Freebmane, inkoalawetrust frankensprite by me (Craneo)5 points
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By "people" you mean entirely and exactly one person?4 points
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This is Woof! 14.5.0 (Apr 30, 2024)
Async Unicorn and 3 others reacted to CacoKnight for a topic
I just wanted to say HUGE thank you to whoever made the new gray invulnerability color/mode, it's a blessing for the eyes.4 points -
The DWmegawad Club plays: Nostalgia
DJVCardMaster and 3 others reacted to cannonball for a topic
MAP14 - “Beneath” A little subway station breaks up the dominant visual motif of Maps12-14, it is a nice little station but because of this you are a lot more restricted in terms of combat. There is one really nasty gotcha moment when you open the blue key door, otherwise the map isn't too difficult to beat and a couple of monsters that are more of a chore to kill than being an actual threat. The other side of the tracks offers the rocket launcher and a secret you don't want to miss out on. Overall another map that isn't too bad with lots of nice details.4 points -
Forces a rebuild of nodes. Woof now integrates @andrewj's NanoBSP as an internal nodebuilder, for maps made without building nodes, or optionally for forcing rebuilds for maps with broken/poorly built nodes.4 points
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4 points
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Fuck you John Romero (RE: Sigil II) and thank you for the memories
Novaseer and 3 others reacted to TheMagicMushroomMan for a topic
Damn imagine playing Doom since 2002 and still sucking so much. You had 22 years to learn, Brad. 22 years!4 points -
Fuck you John Romero (RE: Sigil II) and thank you for the memories
Ozcar and 3 others reacted to DoomPlayer00 for a topic
4 points -
Fuck you John Romero (RE: Sigil II) and thank you for the memories
D1m3 and 3 others reacted to xScavengerWolfx for a topic
Either your mad about something or i am missing the point of this. Also flinging fucking cuss words isn't the fucking meta anymore. Make you look cringe and not in the zoomer term of cringe, i'm talking legit cringe.4 points -
Difficulty balance is one of things that's more of an art than a science, but I've gathered a handful of (subjective!) tips/principles/whatnot I tend to stick to. Some of these are more on the topic of "how to make a map challenging in general" rather than the OP's "how to balance across difficulty settings", but there's a good bit of overlap. Emphasis on "subjective" above -- for anything that reads like a "do" or "don't" here, there's someone who's done the polar opposite and made something amazing out of it. Perhaps that next someone is you. ;) Incoming SFALL1 of Text: It's completely reasonable to expect UV players to be familiar with the map, or be prepared to learn it. By "learn", of course, I mean "die and try again". :P A big part of the enjoyment of any map, IMO, is the challenge of discovery -- figuring out how the map works, how fights play out, finding where to go, unearthing secrets, and all those good bits. On UV, it's totally reasonable to expect players to engage with the mechanic of discovery to a higher degree than HMP and below; it's just as valid as requiring a UV player to have good knowledge of monster movement patterns, finely-tuned dodging skills, and all that other skilled-player magic. Relatedly, I typically thingplace for Ultra-Violence by "default", not 'cause I'm super-skilled (I definitely ain't), but because I already know where all the traps, secrets, and side routes are. ;) -- UV is basically the "I know what I'm doing" difficulty, HMP takes the edge off the "sneaky" evil bits, and HNTR and below are the comfy fun zone. NOTE: There are occasionally people who make the counter-claim (intentionally or not) that every map must be completable on UV blind saveless FDA or The Map is Wrong -- ignore their ass. This is a vocal minority whose existence should not influence your designs in any way. :P DOUBLE NOTE: Just to be clear, the above doesn't mean it's automatically a good idea to add deathtraps and unwinnable situations carte blanche and go "just retry or savescum!" to anyone who voices frustration. You should definitely ask yourself whether or not that instakill pit or surprise archvile mob trigger is actually fun -- BUT sometimes, amazingly, it actually is. ;) There's a fine line between trolling the player and pulling off a fantastic "gotcha!" moment, and straddling the line is an art of its own. There are entire challenge-based mapsets dedicated to the "try, fail, and try again" concept, often with hilariously unfair failure conditions, and they work. :P Ammo starvation is a legitimate tactic... ...on UV, at least. ;) Sure, some players don't care for this, but you can't please everyone and there's a very unique flavor to ammo-management-heavy combat that might complement your map well. Got a fight toward the end that's trivialized by the BFG or plasma gun? Maybe the problem isn't the monster placement, but there's too many cells in the map and players are always overstocked when they get there. Players trivializing your cramped maze bit with the SSG? Limit the number of shells the player has. And so forth. ...But don't flood easier difficulties with too much ammo. The flip-side of the above. You usually want to provide easier difficulties with more of an "ammo cushion", but don't overdo it. Although it's a bit counter-intuitive, sometimes you may want to _remove_ a few ammo pickups on lower difficulties if there's significantly less HP the player has to wade through. If you don't keep an eye out for this one, the player may end up sleepwalking through the map while holding mouse1. ;P DISCLAIMER: These two issues are often a bitch in the ass to deal with if you're targeting both pistol-start and continuous play (i.e. basically every megawad/episode ;) -- there's really no easy solution there, aside from Test Both and just do your best. :P DOUBLE DISCLAIMER: Backpacks also make this one considerably harder to deal with. There are even some folks around that explicitly recommend never giving the player a backpack ever -- "never" is a strong word, but it may be worth considering whether your map really needs that backpack; how does it play without it? Might work better. ;) RELATED NOTE: ITYTD already has double ammo, so if "survival horror ammo starvation" is an explicit Design Goal of your map, the game at least provides a built-in outlet for players who want it. It's not a catch-all, but it _is_ always there. Unless you're doing fancy GZDoom stuff and rip it out I guess. :P Don't remove the most interesting parts of a fight. e.g. if you've got a well-crafted scene where a few archviles are unleashed in a sea of fresh corpses, and it's a bit too spicy on lower difficulties, it's probably better to subtract a vile or to, or give the player more resources, than to demote the archies to revenants or somesuch, since it completely removes the entire Thing that makes the fight interesting. There are tons of different variants of this one -- it's a broad principle, but a good one to keep in mind. Invulnerability spheres are trump cards for lower difficulties. Can't figure out how to make your awesome monster mosh pit not a massive pain in the dick on ITYTD/HNTR? Try tossing in an invuln. 30 seconds of OP power fantasy is often more fun than a nerfed battle. Megaspheres work in a similar fashion -- giving players a free 4x effective-HP boost is extremely powerful. I've gotten a lot of mileage out of the "Invuln on Easy, Megasphere on Medium, Medkits/Berserk on Hard" pattern; you might not even need to shuffle any monsters around if you're lucky ;) "Meat Reduction" is only as effective as your "combat arena" allows. This one takes a bit of explaining. :P There are probably better terms for these, but by "meat reduction" I mean reducing the total HP pool of a group of same-type monsters by removing a few (e.g. reducing a crowd of 8 revenants to just 2), and "combat arena" is a catch-all for any part of a map a particular fight takes place in, whether it be a literal arena or a series of rooms/hallways or a mindbending abstract fuckscape. When it comes to monster crowds, there's sometimes a "critical mass" where adding or subtracting Meat to the pool doesn't really make any difference in difficulty -- this is heavily influenced by your Arena shape. If you've got a very large circular room with some revenants in the center, it doesn't actually make a ton of difference difficulty-wise whether you've got 10 revs or 100, since in either case the fight is basically "circle strafe and don't stop moving or you Just Die". Got more of a maze-like area, though? The threat is now getting boxed into a corner, and adding more enemies absolutely increases the pressure on the player. The above examples are a bit contrived, but there are all sorts of scenarios where adjusting the monster count in an area only affects the time it takes to complete the fight, not how hard the fight actually is. If done wrong, this could lead to UV simply being a "more tedious" version of HMP, or HMP accidentally becoming "whoops it's actually still as hard as UV" if the reduced meat is still just as lethal. ;P A lot of MtPain's "monster window dressing" callouts fall into this category (i.e. a lot of time is spent cleaning up enemies on ledges which will never hit you if you're moving in a circle; the threat is the same whether there's 5 monsters or 50), and there's a phenomenon that often happens in high-monstercount maps where players lament "I've already beaten the fight but it takes 10 minutes to finish cleaning up." Less is more, sometimes literally. ;) This is another general guideline with no hard and fast rules, but you can easily fall into this trap by leaning too heavily on formulas like "3 monsters on UV, 2 on HMP, 1 on HNTR". Guidelines, not rules -- they don't always work. EXCEPTION OF SORTS: Monsters with built in "time pressure" mechanics (e.g. archviles and pain elementals) buck this trend a bit, since leaving them alone for long periods of time can have disastrous results for the player. You'll get much more mileage out of "meat-reducing" crowds of these types than others. Archviles in particular need careful consideration -- they have a very steep"meat to difficulty" (lol) curve, i.e. the difference between 0 archviles, 1 archvile, and a trio of archviles is pretty massive. Without a rocket launcher or BFG, this goes straight from "no threat" to "seek cover or take heavy damage" to "seek cover or Become Die." ;) That's all for now. I may jot down some more ramblings later, but this has been churning in my brain for long enough. So here, have a post.4 points
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DOWNLOAD LINK, (DOOMSHACK): https://doomshack.org/uploads/ApprehensionMAP01.wad UPDATED MAP01: https://www.mediafire.com/file/nhygx2e5ztmmwlg/ApprehensionMAPSET-map01ONLY-fixed.wad/file ***NEW*** MAP01+MAP02: https://www.mediafire.com/file/408yb0foczu23es/ApprehensionMAPSET-FIX1.wad/file ***NEW*** MAP01+MAP02+MAP03: https://www.mediafire.com/file/nig3lmo6qmbyt4y/ApprehensionMAPSET-3MAPS-update1.wad/file ***NEWEST*** - MAP01+MAP02+MAP03+MAP04 (UPDATED): https://www.mediafire.com/file/vzckikdjptpby0j/ApprehensionMAPSET-4_MAPS-FEEDBACK-UPDATE_1.wad/file ***NEWEST*** - MAP01+MAP02+MAP03+MAP04+MAP05: https://www.mediafire.com/file/8o0304nqtlxkq5z/ApprehensionMAPSET-5_MAPS.wad/file ***NEWEST*** - MAP01+MAP02+MAP03+MAP04+MAP05+MAP06: https://www.mediafire.com/file/u6chjuidzjs8h4t/ApprehensionMAPSET-6_MAPS.zip/file What is Apprehension? Apprehension is the fear or anxiety that something unpleasant is going to happen. This is how I feel whenever I think of making a single-player level - I decided, that was a lame way to go about 'creating things' - so I've decided to make a new single-player map set, and get over my apprehension of that kind of mapping. Unlike MP, I'm always worried that my SP stuff won't be received well - this has stopped me from making no more than 9 SP maps over the three years I've been mapping - compare this to the nearly 250 DM/CTF levels I've made and published, and that's quite a small number. This mapset is to get me back in the SP mindset, and throw those anxieties aside. I fully expect to make mistakes, and I expect there to be bugs - I'm nearly brand new to this, so please be sure to give me some feedback if you play this! I don't know how big this set will be - likely no more than 5-8 levels - that number could shrink or grow, depending on how this goes. This mapset will use RFHellTX + Doom 2's standard textures. This pack is Boom-compatible, and all of my testing has been done in DSDA Doom - if that's a mistake, please let me know. I think the texture packs blend together well. SCREENSHOTS OF MAP01: MAP02: 'Wracked Nerves:' MAP03: Sweaty Palms: MAP04: Absolutely Dastardly: MAP05: DOWNTOWN DEMON DELUGE: MAP06: GREAT SACRIFICE: DOWNLOAD LINK, (DOOMSHACK): https://doomshack.org/uploads/ApprehensionMAP01.wad UPDATED MAP01: https://www.mediafire.com/file/nhygx2e5ztmmwlg/ApprehensionMAPSET-map01ONLY-fixed.wad/file ***NEW*** MAP01+MAP02: https://www.mediafire.com/file/xtzwcbz2gdskxzn/ApprehensionMAPSET.wad/file ***NEW*** MAP01-MAP03: https://www.mediafire.com/file/nig3lmo6qmbyt4y/ApprehensionMAPSET-3MAPS-update1.wad/file ***NEWEST*** - MAP01+MAP02+MAP03+MAP04 (UPDATED): https://www.mediafire.com/file/vzckikdjptpby0j/ApprehensionMAPSET-4_MAPS-FEEDBACK-UPDATE_1.wad/file ***NEWEST*** - MAP01+MAP02+MAP03+MAP04+MAP05: https://www.mediafire.com/file/8o0304nqtlxkq5z/ApprehensionMAPSET-5_MAPS.wad/file ***NEWEST*** - MAP01+MAP02+MAP03+MAP04+MAP05+MAP06: https://www.mediafire.com/file/u6chjuidzjs8h4t/ApprehensionMAPSET-6_MAPS.zip/file :D3 points
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La Gran Alameda - One last map before university!
elborbahquarama and 2 others reacted to Cacodemon187 for a topic
Hello Doomworld! Tomorrow is the big day: the day I start attending university. Just like my past few standalone releases, I'm doing a map in a handful of days to commemorate the occasion. I'm afraid I won't have much free time to do anything for a while too, so I wanted to get something out to properly close this chapter of my life. _______________________________________________LA GRAN ALAMEDA________________________________________________ Screenshots: La Gran Alameda is a limit-removing map (complevel 2) set in the middle of a city under an otherworldly red sky. Make your way out of the facility and bring the fight to the rooftops! The city is completely infested, so watch out for fire coming from every direction. This is not like the other bimonhtly demon invasions though... This time they've brought some backup!: NEW ENEMIES: Class II Imp: A fast Imp that continuously shoots projectiles until you're out of its line of sight. Class II Baron: A regular Baron of Hell that shoots a string of 5 projectiles instead of just 1. As a trade-off, it has the health of an Archvile (700 HP) compared to its original 1000 HP. Cyberdemon Jr.: A baby Cyberdemon with the health of a Hell Knight (500 HP). NOT immune to splash damage, meaning you can trick them into blowing themselves up, or infighting with other baby cybies. Admittedly this is the roughest of my standalone releases so far, both difficulty and quality-wise. I really had to map overtime to get this done in just four days. It may not be one of my best, but I really wanted to release something before tomorrow. Anyways, I implemented difficulty settings this time! ...kinda... There's only UV and HMP right now, and the differences are minimal. I still recommend playing in HMP your first time around though, as I made sure the hardest parts of the map were eased out a bit. I'll be studying architecture these next five years. It's the career that interested me the most, mostly because of my history with making maps! Based on what I've heard, making this map on crunch time is just a taste of things to come :,) Hopefully this map is worth your time. Any comments and feedback are appreciated. ______________________________________________>>>> Download <<<<______________________________________________ Slots: MAP01 Name: La Gran Alameda Compatibility: Limit-removing Tested with: DSDA Doom Build Time: March 7th - March 10th, 2024 No jumping or crouching. Freelooking is fine. Credits: Textures, music and sounds taken from many sources. Check the CREDITS.TXT file inside the .wad for a full list. Enjoy!3 points -
The texture pack for BIGDOOR lovers :)
FR4M3 and 2 others reacted to Meerschweinmann for a topic
Here is my latest texture pack for everyone who loves BIGDOORS in different sizes plus some other textures. This is a collection of textures for DOOM from me, Meerschweinmann, that focuses on DOOMs mighty BIGDOOR texture :) For me personally the BIGDOOR is THE DOOM door. It was the first door everyone opened as the DOOM shareware was released in the 90s. In the "32in24-15 Tex" ressource pack i found a 256 pixel wide gray BIGDOOR named BIGDOORC. Because i wanted it in green and brown too, i made them from this as template and my BIGDOOR journey began. THANKS TO THE PERSON WHO MADE BIGDOORC as it inspirated me to make this BIGDOOR WAD. Not everything is made by me from scratch. Nevertheless, i invested many hours in it. There are 3 versions of this WAD file included in the .zip file. The HC (highcolor) version includes some textures as 32bit PNG for ports like GZDoom. The PAL version includes all textures as paletted variants for ports like Eternity Engine. The VE (vanilla enhanced) version includes a Crispy DOOM/International DOOM/Woof compatible Texture1 lump. Crispy-DOOM/International-DOOM and Woof can use textures higher than 128 pixels with no problem. The 384/576 and 512/768 pixel wide BIGDOORs are made out of 192 and 256 pixel wide tiles (left, right, center). So they can be extended like everyone wants. If you are only interested for the BIGDOORs, the following is not relevant for you. It is recommended to use a colorpalette like ColdPal for the paletted versions (PAL,VE), because the blue of the big-screen textures and the blue planet on PLANET2B texture look too oversaturated with the original DOOM palette. You can download ColdPal from ReaperAA here: https://www.doomworld.com/idgames/graphics/coldpal The two ColdPal files can simply copied in the WAD file with SLADE3. But you can use every other colorpalette that uses desaturated blues. DOWNLOAD V1.13a: MSM-Textures113a.zip Some BIGDOOR size-variants in Woof. The gray door is the default 128x128 BIGDOOR for comparision purposes: A 320 pixel wide BIGDOOR and some warning sign textures in International-DOOM 7.4 (spectator-mode): A 512 pixel wide and 160 pixel high BIGDOOR in Eternity Engine: Servers and bigscreens in International-DOOM 7.4 (spectator-mode): Some truecolor bigscreen textures in double resolution for GZDoom: A 320 pixel wide BIGDOOR and some warning sign textures in GZDoom: A 256 pixel wide and a 80 pixel wide BIGDOOR in Eternity Engine:3 points -
Doom 2 In City Only - Community Project [All Slots Claimed]
Death Bear and 2 others reacted to Addemup for a topic
Based on the spreadsheet I'm assuming that the full megawad will be out within the week. If so, I'm very excited!3 points -
The DWmegawad Club plays: Nostalgia
LadyMistDragon and 2 others reacted to HiMyNameIsChair for a topic
MAP11: Rapture (UV Pistol Start, played on DSDA. 100% Kills / 100% secrets, Time: 6:58) I just love this map~! out of all of the maps in EP1, this is the one I've replayed the most. Myolden absolutely throws you into the frying pan from the start, tasking you with quick footwork as you gather guns, some of which will unleash more monsters! Hitting a switch early will even unleash an archvile, which really spices things up~! The scramble for the BFG while you maneuver around and Archvile and his spooky contingent is a nicely balanced dose of adrenaline and the final room gives you plenty of cells to melt a Cyberdemon and w/e Hell knights he didn't kill. Hands down one of my favourites in the set. This is exactly, my kind of map: a mad dash for resources as you run and gun and make room for yourself while dealing with new threats. A fantastic map, and one I lovingly revisit frequently! Grade: A MAP12: The Lion's Den (UV Pistol Start, played on DSDA. 100% Kills / 100% secrets, Time: 6:24) Kicking off maybe my favorite stretch of Nostalgia is Lion's Den, an old-school-looking city map with lovingly painted street lines and a nicely frenzied start. While it loses a little energy after the initial scramble for the SSG, I always enjoy myself here. Finding the secret berserk means you can even have a back alley fistfight with a duo of Boney Boi's~! While not his strongest map of the episode I never hate replaying this one, another solid map! Grade: B MAP13: Sludge Factory (UV Pistol Start, played on DSDA. 100% Kills / 100% secrets, Time: 7:42) I feel like this is where Nostalgia *REALLY* hits its stride because Sludge Factory is an absolute delight to play~! still to date maybe one of my favourite Myolden map's because he absolutely nails the setting here! It's full of set delightful set dressing from slime vats holding caco's, a crane arm, conveyor belts, god there's even a doomcute office! i always have a smile on my face when I play this map, seeing the carefully drawn computers, chairs, mice, pencils, and papers, there's even a bathroom, complete with some nice use of step textures for faucets! This is a map where Myolden's really succeeds with the design goals for Nostalgia, it's construction while modest is handsomely lit in spots, carefully textured, and uses its flourishes in just the right spots~! It's even got plenty of punch combat-wise, with the initial skirmish in the factory, and the red key fight being nicely calibrated, and even ends on a welcome Archvile interjection with a great space to fight him in. I think it finds that nice sweet spot of keeping you on your toes while still letting you enjoy the scenery and this wonderfully bouncy midi~! literally, my only nitpick is the plasma secret is a bit hard to figure out at on a first playthrough, but I like that agile players can just platform to it as an alternative. Definitely a highlight of the set for me, and an absolute joy to play~! Grade: A+ MAP14: Beneath (UV Pistol Start, played on DSDA. 100% Kills / 100% secrets, Time: 6:06) Man... Myolden really hit it out of the park with this stretch of the set. Beneath is yet another absolute banger, full of doomcute charm~! The wonderfully rendered basketball court is still one of Nostalgia's most recognizable sights! There's also the lovely subway station, where Myolden cleverly uses the train cars to map out his progression, I really love how he uses this space~! Maybe his most inspired choice is the hole in the wall he uses to transition into an absolutely gorgeous cave section~! I have to admit, as someone who considers themself rather skilled at creating natural environments in doom: I feel utterly humbled by Myolden's efficiency. Once again, even with how conservative the construction is, you never **feel** like it is~! The gentle gradient lighting, the smart selection of earthy colors, and the attention to verticality... it's a lovely space to be in, and fight in. Myolden really is a master of doing less with more and I admire that about his mapping so much! While I could nitpick how you technically need to find a secret to progress, Myolden does literally giftwrap you a computer map, so I can't really be too hard on him. As usual Myolden's combat really feels just right, with the archvile coming in midway and some tight spaces giving it that extra spice. Another fantastic map~! Grade: A+ I feel a little guilty giving out so many A's, but this really is my favorite stretch of the set, just so many fun maps to play through~! Order of Preference Also ranking these is getting very hard, because so many of these could be swapped.3 points -
Endless Random /idgames WAD Adventures #080
LadyMistDragon and 2 others reacted to Roofi for a topic
Year 2 Month 10 Day 31 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] Place of 2 DOOM Deaths by Tommie Quick (1998) I have no knowledge about Quake's DM maps but I can easily perceived how the author tried to replicate the medieval architecture from the game by using brown brick textures everywhere and linking the rooms with sector arches. Moreover, you can step on a 3D-floor which seems to be an attempt to recreate the 3D aspect of Quake. [2] Red Eye - The Mars Files by Ismaele (Alberto Sposito) @Ismaele (2004) This is what the wads of the future should have looked like before there was the wave of BTSX and co : zdoom-compatibles levels following a more modern formulas like scripting, non-midi soundtrack and more "realistic" layouts with their share of corridors and square rooms. I have a neutral opinion about those kind of levels, they can be decent but most of them turn to be really cheesy. About "Red Eye" I would have enjoyed this level more if the author had not abused the "Stealth Monsters" feature (they become visible only when they attack). It's fare from being a hard map but without exagerrating, half of the monsters become stealthy from the second half of the map. This is one of the worst zdoom features and I'm glad modern zdoom mappers don't overuse it. Fortunately, this map turns out to be pretty cramped full of ammo so the monsters will miserably fail at dodging your SSG shots. Red Eye is nothing more than a classic adventure in a tech-base with a bit more of "story-telling". For instance, your distant teammate will hack some doors for you in order to grant the access or some lines appear in order to tell you where you are , like the armory or the warehouse. Since I still have two functionning eyes, those scripts are useless. About the visuals, it's not bad but dated and somewhat noobish , the author forgot to lower-unppeg the doortrak textures FFS. Actually , the small hellish-fleshy part constitutes my favourite area of the map but it's one specific part. The map is passable, but the numerous zdoom effects make it paradoxically more old-fashioned than modern. The invisible monsters are really annoying, and I finally got fed up of shooting into the air. Grade : C (9/20) [3] GS's Arena by Alain Arrault (1995) An ordinary Deathmatch map designed for Doom 1 I already visited in Month 3 Day 26 (6th August 2021). Here's what I wrote about it : "An another single deathmatch for UD which had been forgotten since a long time ago. Aesthetically , the texture alignement is very decent for an old UD map , which greatly improves the aesthetics. As, the author said, the map contains many platforms , but also some barrels in order to explode your opponent maybe? Anyway, I enjoyed the midi version of Van Halen's "Jump". Exploring the map was a bit less boring." I played on DOSBOX instead of crispydoom in order to catch more the good ol' Doom feel. I have to say the midi conversion of Van Halen's song is .... cute. This map also has lots of barrels, maybe to blow up your friends or.... yourself? [4] Red Christmas 2000 by Ed Cripps @Ed (2000) What are you looking for if the wad has "Christmas" in its title? Colorful snow-themed maps or a grungy brown base filled with toxic sludge? The second choice of course ! Joke aside, this map is really inspiring for a single-player adventure : you'll quickly notice the rain and the latter is also toxic. If you don't have an umbrella, you'll need a radsuit to walk safely outside. This map uses the music from Doom 2 Map 31 but I advise you to turn it off so that this map becomes a delightful asmr experience in which you can hear the rain. [5] The Remote Complex by Segfault @indigotyrian (2018) "The Remote Complex" definitely belongs in the classic category with its vanilla compatibility, exclusive usage of stock textures and good ol' tech-base theme. This map contains several keys to collect scattered in different areas and a cyberdemon to kill but it remains short-ish overall thanks to its simple progression. "Classic" feeling doesn't mean underdetailed in this map. Numerous sections contain either rather elaborate lightings or lot of crates which sometimes prove to be opened, requiring therefore addditional sectors. This map isn't heavily interconnected because Segfault didn't have the choice. Designing large zones or tons of interconnected usually meaning sacrifying lots of details in vanilla map-making. If this map was part of a hypothetical megawad, I think it could be a cool spicy map for the first episode. This map alternates between simple encounters and dangerous traps. Killing the lone cyberdemon in the blue-carpeted room was a piece of cake but the yellow key's trap surprised me by its brutality because it instantly surround you with low-tiers including some chainies and some hell nobles. Not difficult but it requires some prioritazition if you want to end up shredded by the zombies in few seconds. This is a really convincing first attempt at mapping. Not groundbreaking but there's no lack of anything, and the subdued techno music blends in well with the action. Grade : B (13,5/20) A sneaky chaingunner placed on crate got me in Stronghold3 points -
I was just talking about Cyberdreams elsewhere, not entirely puzzle-focused but might be close enough https://doomwiki.org/wiki/Cyberdreams3 points
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It's similar to the other vanilla-like ports. I added more details in the document: Mouse Sensitivity Conversion I added mouse strafing, vertical mouse movement, and free look conversions in the link above. Vanilla (with DOSBox Staging), Chocolate, Crispy, Eternity Engine, DSDA-Doom (with a bit of math), and Woof can match settings seamlessly. Please share your config.3 points