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Showing content with the highest reputation on 05/23/24 in all areas

  1. E2M9 UV-Max in 0:44 e2m9m044.zip
    21 points
  2. Liminal Doom 2: Crossing The Threshold is a set of seven MBF21 maps that are themed around the liminal space aesthetic. With a more elaborated and ambitious scope compared to its prequel, these maps hopefully will offer a different and unique experience. Each map has a different kind of atmosphere and purpose, and high attention was put into balancing the high energy gameplay moments with the quiet ones. Combat varies a lot in terms of encounters and enemy placement, and progression its mostly non linear with an emphasis on exploration and resource starvation if you are playing on UV. I recommend playing map05 on normal difficulty for blind playthroughs. There are two bonus maps on slot 31 and 32. All maps were tested using DSDA Doom. Credits to Lhyntel, Ribbiks and MasterMedi for playtesting. Download: LDOOM2.zip More screenshots:
    12 points
  3. My largest map to date. It's very much Inferno, Whoosh style. It should be ready by mid-to-late Summer (Very much a lack of free time for a quick release, sadly)!
    11 points
  4. Yes, but make sure to have money, at least a 100K in the bank To me, doom is like life to me it ain't race. 1. me want search "Boom" because me like thngs go Boom, but me accidentally find doom and me like doom now. 2. me not sure exactly when me time travel, but it was during the time of Flintstones me not have job yet but me hope to start at roc donalds, then go to community college or trade school just blow up the rock, duh Ska, metal, lostwave craigslist 1. me use berserk, but gun cool 2. when me learn how code 3. me a choco pebbles fan, me dislike how fruity pebbles taste, especially in soggy form me am homosexual uhhhh nnhghhhh? you talk funny, grungo head hurt
    10 points
  5. Craneo

    Share Your Sprites!

    on today's episode of fellas I won't finish: Wendigo credits to: Id Software, Vader and the PB dev team if someone wants to finish this concept, feel free to.
    10 points
  6. That'd be my nightmare.
    9 points
  7. Brutalist Doom, but played straight. 32 maps of beautiful concrete, steel, glass and lots of geometric shapes, with or without Control-esque weirdness and void stuff in them. Just make a cool map with concrete in the starring role. I understand Doom's engine doesn't let you go wild with room over room and such but this has been on my mind ever since I saw the Quake Brutalist Jam. I might start it myself after I explore what I can get out of a narrow, mostly monochromatic palette.
    7 points
  8. Here are my megaWAD. I hope you enjoy :D
    7 points
  9. Bumping this thread to shamelessly share the MIDI I wrote for my map, which you can listen to as many times as you want on my YouTube channel!
    7 points
  10. grungo eat here
    7 points
  11. grungo host q&a so feel free to ask grungo questions me don't mind
    6 points
  12. Three nasty maps for sickos only
    6 points
  13. I'm particularly excited about the sprite rendering fix that's been merged into the next release. For those who aren't aware: since the vanilla days, the sprite rendering method has used an imprecise and situationally glitchy method to determine which sprites need to be drawn. The original method was to draw only the sprites whose origin was inside any of the sectors that were visible from the player's point of view, which generally works fine for older, less detailed levels. But in levels with small detail sectors such as light transitions or small child sectors for floor or ceiling detailing, this could lead to situations where sprites, especially large ones like Mancubi or Spider Masterminds, would suddenly pop out of view if the sector in which they were centered was no longer being rendered, even if the vast majority of the thing was located well inside the player's field of view. I discovered that it was possible to fix this behavior because every sector maintains not just a list of what things are in it, but also which things are touching it, and shared this finding on the feature request along with a proof of concept. I was struggling to find a way to make it only draw each thing once so as to not tank performance (since the same thing could touch multiple visible sectors). But then, the torch was swiftly picked up, and performance was fixed. This is one of those small but really long overdue fixes, and while I hope it gets propagated to other source ports that used the vanilla method to draw sprites, I'm just really stoked to see my Doom pet peeve getting addressed.
    6 points
  14. Map 16 UV-Max 0:33 jf316m3363.zip https://youtu.be/di51GmoOTZM Map 20 UV-Max 2:51 jf320m25157.zip https://youtu.be/4sd3gL6jb08 Map 43 UV-Max 3:04 jf343m30451.zip https://youtu.be/WRoeG90LOYg
    6 points
  15. Map 1 Pacifist in 1:09 dotw01p109.zip https://youtu.be/WIfIfSQJJ-4
    6 points
  16. Hey everyone, this is the first mapping I've done for Doom in a looong time. I dabbled with some of the early editors way back in around '95 and '96 but never really got beyond creating basic spaces (and lots of broken "hall of mirrors" areas where my linedefs were screwed! 😂) but I recently got back into trying to make stuff with UDB and this is my first attempt at making a real level so thought I'd stick it up here for the good folks of Doomworld! It was originally intended as a pretty basic MAP01 for an eventual episode but it's ended up being quite a bit bigger than that initial scope! I've tried to keep it kind of in keeping with classic Doom style and design, although it's probably on the harder side compared to what the OG games threw at you in the opening stages. There are a few secrets hidden around which follow some of the classic methods/patterns for discovery - I'm never sure how obscure to make these so hopefully I've pitched the difficulty right! Anyway, hopefully someone can get a kick out of it and I'm happy to get any feedback to either push into a revised version or to incorporate into my next maps! INFO Map Name: BEGINNINGS (well it will be - once I work out how you change this - something to do with MAPINFO right? ...) Game: DOOM2 Map#: MAP01 Difficulty: UV only (so far!) Tested with: GZDOOM JENUALL_MAP01.wad SCREENS
    5 points
  17. TNT Map07 Nomonsters in 42.09 ev07o42.zip pointless glide achieved
    5 points
  18. Map08 Nomo in 28.26 rb08o28.zip
    5 points
  19. dashlet

    Liminal Doom 2 [RC4]

    Thanks everyone for the support. This project drained a lot of energy from me in the last months, but im really happy to see it finally out. Hopefully everyone can get something memorable out of it. Hehe, just starting map01 will surprise you then.
    5 points
  20. The wad is offically done & closed to submittion, and in compiling process, builds will be posted here, but expect more to be on Discord (so please join) after all things are settled the CP is expected to launch next or the week after next week, and will be on Idgame consequently. IF YOU HAVE ANYTHING TO UPDATE ON YOU MAP PLS DO IT FAST, I'LL ACCEPT NO MORE UPDATES ONE WEEK AFTER LAUNCH. I appriciate everyone's hard work and participation, after nearly half of year of delay and grueling work we are finally done. Give yourself a congratulation :)
    5 points
  21. Waffle House is a set of 9 MBF21 maps by a small group of people who decided to get together and answer a simple question: "What is bro waffling about?". Maps are balanced for pistol start, target port is DSDA, and difficulties are implemented. Have fun! Idgames Download Map Order: Screenshots: MIDI Credits: Misc Credits: Waffle House RC1.zip
    4 points
  22. Last call for the next two maps! Spinz @CrazedCleric, you've got the last piece of MAP02! @Logamuffin, you've got the last piece of MAP03! Oh yes, and @Obsidian, you've got the first piece of MAP04! XP Details will be sent to CrazedCleric and Logamuffin and our 48 hours starts now!
    4 points
  23. Oh man, on vacation and what a surprise to see this - thank you SO much! Sometimes I dont know what to do with myself or what to watch but this is gunna be great! Glad I didn't go too Clippy, seems like so many ppl want the same ole, same ole just shoot things and thats it - serious stuff only haha, I try to add a lil comedy and levity and intrigue to it. Glad I kept everything balanced enough that hopefully no gimmick overstayed it's welcome. I had a lot of fun making these eh - tried to come up with a fresh new idea each time so nothing felt repetitive, I hope I'm not sure if I really had mappers block,just got a little weary and running out of steam in the end, glad I could get it done again thanks so much will gladly watch these! I can fast forward thru the lulls you mentioned but no worries haha
    4 points
  24. Beat the first episode, secret map included, and this has been awesome thus far, as expected. Currently, on Cannonball's map. A few comments so far: The Doom cute is nice and I love how this wad rewards exploration as much as it does! Combat thus far has been quite forgiving because player is given ample resources (especially if you're a keen secret hunter) to demolish the opposition, even on the highest difficulty. I wish the author of the secret map had gone for a slightly more dilapidated look, given the intermission text story, but the map is good fun regardless. Couldn't for the life of me figure out how to access the final secret area with the invuln and bfg in map 06 (opening map of e2). Interacted with all three payphones after having obtained all three keys and still nada. Would appreciate it if someone could help me out here. Otherwise, superb e1, managed to uv max all the maps there!
    4 points
  25. Map 06 Pacifist: 3:53.46 jf306p353.zip (https://youtu.be/tKQ4oSh27DI) Map 08 Pacifist: 5.11 ju308p005.zip (https://youtu.be/u4XWDRbk5cc) Map 15 Pacifist: 12.71 jf315p012.zip (https://youtu.be/iNrPjT8mLYg) Map 28 UV-Speed: 22.46 jf328-022.zip (https://youtu.be/hOZP_8lPT8Y) Map 28 UV-Max: 2:10.11 jf328-210.zip (https://youtu.be/hmQPaToC32I)
    4 points
  26. Glad you had fun. You're certainly on an out of date version, map 19 was pulled at the authors request and a new map 19 was since added (and then swapped with map 20 as it made for an excellent episode ender). Lots of updates and fixes since RC4, I'd recommend playing the idgames version if you ever decide to come back to it.
    4 points
  27. To win the game you must PAY THE TOLL
    4 points
  28. Map 10 UV-MAX in 1:57.14 zip: jf310m15714.zip video: https://youtu.be/5-pdCj7sANk
    4 points
  29. IDgames link https://www.doomworld.com/idgames/levels/doom/Ports/megawads/uhadron The only change is the implementation of demos for each episode. Thank you everyone and enjoy.
    4 points
  30. Vanilla Doom draws the multiplayer face backgrounds at the wrong height: Notice how a row from the dark background is still visible at the bottom. And that's on deathmatch. I also just found out that the situation is even worse in co-op, which shows ARMS instead of FRAGS, and the graphic overlaps with the face background and therefore has a column of dark background:
    4 points
  31. I wonder if there's, like, a food forum out there where threads about least favorite ingredients always get a ton of comments that are like "I hate garlic", "I hate chocolate", "I hate salt".
    4 points
  32. It was just a reskin of another mobile game I can't even remember the name of. I'm glad it doesn't exist anymore, fuck Mighty "DOOM" and its microtransactions and bullshit arbitrary energy meters. Can't even use the excuse "It's just a mobile game" because I recall playing DOOM RPG on my iPod Touch 3 well over a decade ago, which was a cool game that actually allowed you to play it without having to pay money to restore a goddamn energy meter. All they did was take another piece of shit microntransaction-hell mobile app and slap a DOOM skin on it. You want the real "DOOM In Name Only"? Look no further than this mighty turd. Also, I respect the fact that you enjoyed the game even if I don't respect the game itself, but you gotta back up that claim of it being "a huge part of Doom" because as far as I can tell, most Doom fans either hate it or haven't heard of it!
    4 points
  33. Hi again, In this episode, my gf wanted to give me a gift, so she crafted a 90's vibe speedmap. Not much to say about it otherwise, only that trying to speedrun-max this might be a pain in the neck. doom2.wad; complevel 2; all difficulties implemented; no jumping/crouching; tested in GZDoom and DSDA-Doom. DOWNLOAD SCREENSHOT: *Edit: this map sure was a gift, coz it made me experience the all ghosts monsters glitch for the first time!
    3 points
  34. I got a new lawn mower and I'm trying to come up with some good name for it First name candidates : Stuart, Marcus, Thaddeus, Johnny, Timbo, Rupert, Gilbert, Murphy Last name choices: Steel, Maxwell, Crusher, Cruelty, Cronenberg, Chaos, Smith, Murphy Which combination do you think works best?
    3 points
  35. map16 uv speed in 3:32 https://youtu.be/Oszf2omWago rq16-332.zip
    3 points
  36. So here's a sneak peek at my description for MAP09's Secret #5. Of course an update may make the whole permanently inaccessible thing moot if it happens.
    3 points
  37. Desfar

    Share Your Sprites!

    I dont know why, but I initially saw it as armless with the chest glowing.
    3 points
  38. EDIT: I actually wrote a half decent-post, but i realize i should follow what we recently discussed, except for this: Regarding the bolded: I suggest you grow up and stop acting like you think this is funny. It's not.
    3 points
  39. @Zesiir For sure I expect these to be kind of a mixed bag for everyone who plays them. I can definitely see how MAP11 could be aggravating and can kind of imagine a couple others that are likely to be as well--everyone will have a different experience and there's no sense pretending you're enjoying something you're not :p @BunnyBun thanks for starting into this! I see you've already gotten to three videos :o and I'll be watching them soon once I have a minute. Really really appreciate it, I'll have more to say shortly once I've started into your playthroughs. @Large Cat thanks a ton for playing through the whole thing and happy you had a mostly great time by the sound of it. @kalensar you playtested a few maps for me after I went un-public with the development--5, 11, and 23 may look especially familiar to you. I credited everyone who helped with testing along the way, some folks played nearly every map in the set while others only one or two but I didn't want to leave anyone out.
    3 points
  40. Glad to see Somniac here already, because I wanted to recommend this: Pagodia is another that I just find indefinably comfy for some reason: Scorn's super short, but also pretty cosy: If you gave previous examples of what fit this criteria - previous wads you felt were at your level - you'd probably get a lot more recs.
    3 points
  41. Minor update to restore the slowed 11025 Hz sounds of the Super Shotgun and item respawn to the PS3 and Xbox patches. Thanks Gez!
    3 points
  42. Beyond that I think Map 06 could perhaps be balanced a little bit better, I don't have lots to say. These are pretty high-quality maps though regardless! No true stinker can be found.
    3 points
  43. Callisto Anomaly (2006) by Vince Russett Play Settings Difficulty: Ultra-Violence, pistol starts Source Port: PRBoom+ via Delta Touch, complevel 3 Looking at screenshots of Callisto Anomaly - particularly the impressive recreation of a section of the Roman Baths in E1M2 - you might think of Vince Russett as someone with a passion for architecture and history. That might be true, but playing this WAD will show you that his true love is tiny, dark corridors. Slog through those and your reward, as brick described in greater detail, is progression so perplexing I bailed on most levels about 2/3rds of the way through the monster count - that's about the part when even the frustrating combat dried up in favor of a switch and door hunt where switches and doors can be literally any texture in the game, to lower invisible walls that don't show up on the automap. It really is a beautiful-looking mapset that does a lot with simple vanilla textures but as I've said in the past, beauty in Doom is usually secondary to fun.
    3 points
  44. Cat:1 Difficulty: UV Dead: Map 05
    3 points
  45. plums

    Post your Doom textures!

    I made some 1024px wide skies from the electric and forest images here. In the case of the forest it's actually a ~341 px wide image, which tiles 3 times across 1024.
    3 points
  46. @JustAthel Doom Andre is here
    3 points
  47. Your the first person I've ever heard of to play with this preference. I imagine it's like a whole other difficulty level on it's own, making it much more difficult to dodge or outrun enemies. I've nearly forgotten that NOT running is even a thing, unless I accidentally hit the caps button. I actually want to try playing this way sometime just to see how it goes.
    3 points
  48. Since this previous release some code is written in assembly and in the latest release the whole WAD file is loaded into XMS memory. In 86Box emulating a 286 @ 25 MHz running timedemo 3, I get 8.580 frames per second with Mode 13h and 10.395 with Mode Y.
    3 points
  49. I agree, Doom General has been very braindead recently, take a look at this shit:
    3 points
  50. The kind of WAD that bores me is one that does nothing unusual and plays things safe for fear of triggering someone's pet peeve.
    3 points
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