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  1. map23 max 1:37 lv23-13734.zip
    17 points
  2. Nyan Doom is based off of DSDA Doom. It is called Nyan Doom, because I am a cat - meow! The port aims to support all the features that DSDA Doom does (as well as speedrunning), while also adding back cut features and some new features I've been wanting to implement. I love DSDA Doom, but I find that many quality-of-life features tend to get removed… and so now I've decided to create my own. Support for GAMEVERS lump in combination with COMPLVL to further specify Vanilla compatibility. Support for `-limitremoving` or `-lr` to disable overflow errors and emulation under Vanilla compatibility Added new scaled fuzz effect for Spectres and invisibility effects in the software renderer (Thanks Lovey) Added support for Boom Extended HELP screens (HELP01-HELP99) for Doom 2 / Plutonia / TNT (see an example/overview of the feature) Added support for widescreen lumps (no more widescreen asset wads) Add animated backgrounds and menu graphics support (TITLEPIC, INTERPIC, M_DOOM, etc) "Linedefs w/o tags apply locally" (Default: no) - option to fix tag 0 maps "OpenGL blend animations" (Default: no) - enables crossfading animation frames for flats and textures "Play demos while in menus" (Default: yes) - allows for demos to play under the menu like in Vanilla "Pause after intermission" (Default: yes) - adds an additional pause before "entering" the next map (this is disabled when playing or recording demos to avoid desync) Simplified / Re-organised options menus NOTE THESE ARE NOT CURRENTLY IMPLEMENTED. MOSTLY JUST A TO-DO LIST. Add dark transparent menu background option (like in Woof) Add option / functionality for midtexture bleeds in OpenGL Re-add shrunken view (+ and - view) ENDOOM - Add proper support for ENDOOM on Windows (possibly thru an external ENDOOM.exe) - Add a 'wait for keyboard press' for the terminal ENDOOM output on Windows - Add check / option to view ENDOOM 'only if PWAD Modified' P.S. I will listen to suggestions and feedback, but don't expect me to implement everything you ask for. I tend to implement things that are 1) in my capabilities and 2) I feel won't ruin any other features in the port. P.P.S. I also do NOT plan on adding back the old OpenGL render mode, as this port is based on the latest DSDA Doom, and the amount of work to add that back in would be enormous. Please note that I don't consider myself a proficient C/C++ programmer. I have coded many things with javascript, web code, and even my own interactive programs, examples being the Codex app from RUST, or my infopacks for Hell Revealations and 200 Line Massacre. Anyway, the point is I see that alot of coding languages are very similar in structure, so I can navigate myself around adding / tweaking features, but I would in no way say I'm a program coding expert. So if there's something not working correctly on the DSDA Doom code end of things, I will probably not know how to fix it. :P Latest version: Windows 64-bit For more, check out the Github repo! If you have any feedback or suggestions, I'd really appreciate it. You can post feedback here on this thread, or on the #nyan-doom channel on the Slotter Sanctum Discord.
    16 points
  3. Work in progress of a new area. Still need to create some skewed texture versions for some slope structures.
    14 points
  4. Vanilla doom City 17 demo: I used chocolate doom to test this so I would recommend using that to play it but Smack my marine up 3.30 (or any other port) should be able to run it Since I used alot of custom assets with Whacked4 using any other mods with this mod WILL break doom This is my first wad I've ever uploaded so it's a bit small and unimpressive Make sure to give Feedback! (I need attention! >.>) This wad shows off: Custom assets,Voiced dialogue(that can run on dos btw), Real world scale(something that was hard for me when I started mapping) Download: c17 release.7z Asset Credits: Half-life doom - some textures Duketex - some textures Ghost busters doom 2 - some textures Area 51 doom - fence texture Half life alyx - some textures Gmod - some textures Freindly Npcs - https://www.doomworld.com/forum/topic/114696-stupid-dehacked-tricks/ Everything else - me Tools used: Slade Ultimate doom builder Gcfscape vtfedit Hlmv Photopea Mspaint
    12 points
  5. Another weekend, another update. It's been some time again, but we have already done so much on the wad since then. I can confidently say that we have been adding the final touches. Here is a checklist of all that we have done so far: All the boxes and extra boxes are in place and fully functional All the teleporters are in place and fully functional The balancing of items and enemies is more or less set in place, we are working on it Most of the bugs we have found have been tracked and squashed There are still things we are working on, and this is a list of what we still need to do before we have a release: We are decorating the corridors between boxes to match the boxes that come before and after it as best as we can for a smoother transition We are triple checking for bugs, and many playthroughs have been conducted, mostly thanks to one of our leads, @Grizzly Old B We are working on some secret things that mappers will only see upon the final release, but be advised that boxdoom will be more than just a simple compilation map Thanks a lot for the patience, and I hope to announce a release soon enough. Stay tuned!
    10 points
  6. After a few month hiatus I've have resumed work on the demo for my TC project. The basic layout of the level is complete now. I just have to code in another enemy and populate the level. Hopefully a release will be ready before July:
    9 points
  7. Hi folks! How are you? Today I bring you Hunger, an E1M1 replacement inspired by it but with a hellish twist. This is a long map, aprox 30~40' playing it blind on UV. You need the 3 keys to exit, but you can get them in any order, so exploration is encouraged. There are secrets, but the level is beatable on UV without them. UV is meant to be hard, so expect heavy opposition right from the start. Tested with PrBoom Plus 2.62 and DSDA Doom 0.27.5, should run with any limit removing port. Screenshots UV Max playthrough by Astro X: Download Now! hunger.zip Cheers!
    7 points
  8. Your Journey Begins - A 5 level episode for Heretic - RC1 Download: YJB_RC1.rar Target Port: Crispy-Heretic, DSDA Doom, GZDoom Your Journey Begins! Well, I can say this is for me, as a mapper, where My Journey Ends, or at least for this chapter. And what a journey it has been! These levels were originally meant to be part of a collaboration that started in 2015, but the project didn't pan out. After several years of just sitting cold on my computer I decided to finish these levels of mine and release them here in 2024. That's 9 years! There is a flying themed level, and the last few get quite large. Thank you for anyone and everyone who has supported me through out the years, and hopefully you have as much fun playing these levels as I had making them! Levels E1M1: No Turning Back E1M2: Woeful Specters E1M3: Hermes' Cauldron E1M4: Harbor of Dead Dreams E1M5: Fire and Ice Music Title Music : Excerpt from "Legend", from Runescape, arranged by Egregor Intermission music : "Quoth the Raven - Intermission" by Egregor E1M1: "Saboteur" by @Alfonzo E1M2: "Woeful Spectres" by Egregor E1M3: "Haunted Mine" from Runescape E1M4: "Fangs for the Memory" from Runescape E1M5: "The Occultist" by Eris Falling Resources Title Screen: From Freepik.com, AI generated image, free to use for non-commercial purposes. The SKY1 texture based on original by @ETTiNGRiNDER, edited by Egregor Playtesters @TheHambourgeois @DeathBearOfDeath Note: E1M5 has a regular exit AND a secret exit. The secret exit is just a bonus secret ending, it doesn't go to any custom content, sorry! They both lead to the IWAD material. I currently have no plans to add a secret level to this set. Testing Info: Let me know if you find anything from bugs, errors, broken tags, soft-locks, inability to get 100%, as well as thoughts on balance, game-play, and aesthetic suggestions. Demos and videos welcomed! Have fun, and let me know what you think!
    6 points
  9. >compat 09 >map05 >1091 enemies >bfg >song credit is "Solitary" by Cyber-Rainforce Idunno what else to say, there's a cool section with repeating lifts or whatever MAP05 - green with envy.rar
    6 points
  10. Mach 7

    Share Your Sprites!

    Four more demon keys for my upcoming project! Made for my personal use
    6 points
  11. Map 15: Heat Maybe it’s just the super lava chewing through my radsuit without a care, but this map got pretty hard. The first big exposure to the running lava is a really intense visual, with the lighting contrast being as it is. I could imagine something similar being in a Benjogami production and feeling right at home, with the gameplay being equally puzzling, putting the Super Shotgun in the lava such that you need the closest Radiation Suit to grab it without putting yourself at a horrible disadvantage. On the other hand, I’ve already forgotten most of the combat, outside of the tight negotiation with the Baron before the jump to the Arch-Vile room. My memory is clouded in rocks and run and gun corridor Imps and Chaingunners, now a comfortable norm in the maps here. Map 31: Juggelo Funhouse Oh what the hell ever dude. I have absolutely no weight as to what is going on with the Insane Clown Posse, nor have I ever heard them referenced in anything outside of a joke, so all I got out of this map was yet another wheelhouse with pretty middling encounters. A lone Chaingunner teleports into my back, a Spider Mastermind hogs up two bulk cells and fifteen seconds, four fucking Barons of Hell asked to be taken out back to the Hell Revealed barn and put down, and the WAD’s first Cyberdemon is dropped into a more forgiving and open arena than Tower of Babel. All of this is asking for revisits as the map progresses such that the BFG at the exit can be made use of against all these larger foes to avoid the other boring solutions. At least it’s digestible, being incredibly quick for a late game map, so it’s over before the jpegs become eyesores. This is definitely a product of its time. Map 16: The Killing Fields Exhausting, extremely long, and pretty damn boring outside of the few points that strained my eyes. I consider myself very lucky to not have picked the wrong path so many times in this map, as it is pretty difficult to tell which way is correct when all you have to go on are doors that turn out to be locked when you approach them. Most of the imagination has left, now leaving so much empty space the lap back around through similar to Skybase. The tangle of vines that ultimately leads to Pinkies, the maze of Skull Cubes that leads you into individual Imps and Chaingunners, the singular Cacodemon stuck in the basement on the route to the exit, all of this is violent stop and start, only manageable with a Super Shotgun ammo supply that’s unreliable at best. It doesn’t help that the switch that raises the bridge to the way out can be pressed from below its rock plinth, ending the longest map in the WAD in about half a minute. The ideas are too scatterbrained for the map to be as large as it is, having just enough jungle and red to call it a mesh of hell, as well as a bunch of other rooms that are honestly too simplistic to really pin any meaning to. This wasn’t fun.
    6 points
  12. MAP31: Juggelo [sic] Funhouse 100% kills, 1/1 secret This one is decent enough, with some quick fights and both boss monsters, though neither is too threatening. The Spider Mastermind fight could've been somewhat interesting by forcing the player to run in and out of cover with the RL for ammo and avoid being too close, but the map gives the player so many shells early they can just hide behind one block and play peekabo with the SSG. The Cyberdemon is also in a big open room and provides no threat to the modern player. I'm not sure if the juggalos are supposed to be honored or hated, though I suspect the latter (i.e., much like the player comes across a nazi castle and has to clear it out like the Wolfenstein map). MAP16: The Killing Fields 97% kills, 1/2 secrets Somewhat striking wasteland area near the start (and ends up being the exit), which I suppose is intended as the titular fields. In-between is a bit cave/base exploration that feels a bit random, with a couple of interesting bits (I like the skull maze and the use of darkness to place all the monsters as black silhouettes) but a lot of boring ones, as many portions of the map are just far too oversized for the monsters within. Also a bit of unclear progression and "what did this switch do, exactly?"
    5 points
  13. Tried to do something of a classicizing style with this one. Author: CrazedCleric Name: Taciturn Gods Music: Realistic Approach by Velvetic Format: Boom (complevel 9) Additional Textures: (Apologies if there's anything funky with the texture1/animated lumps, this is my first time creating them from scratch) Waterfall by Nightmare Sky from Thy Flesh Consumed Adjusted gate flats DWMax24_Crazed.zip Screenshots
    5 points
  14. Map15: Heat Lovely little series of hellish caverns with a few switches of obscure function, a secret exit, and generally low threat vibe. It makes up in visual coherence and theme what it does somewhat lack in combat. Map31: Juggelo Funhouse Never know where the Juggalos will pop up next, seems suitable considering the time period of the WAD. Still, feels like a breath of fresh air in a sense, fights aren't dangerous but they keep you moving and it's generous on pickups for once. Perhaps deliberately so, you can clown on the cyberdemon at the end quite easily as there's more than enough room to dodge rockets even if you want to grab the BFG first. Map16: The Killing Fields This map has it's ups (mostly in the middle) and downs (beginning an end). The entrance room is a plain grey box, the exit an empty wasteland, but betwixt them lies a dark maze of caverns crawling with foliage (relatively speaking) and begging to be spelunked. As usual, there's a sense of obscurity to the progression, which along with a few other commonalities, seems a hallmark of the set overall. It kinda feels like Chris Harbin is trying to make the fights more threatening, but even the red key fight is likely to leave you with few wounds, and it's generous enough that one never feels short on health or ammo or even armour really.
    5 points
  15. A year or two ago I made sprites for a "Medic Zombie" who heals himself and other demons and a "Gladiator" with an auto-shotgun. Kinda lame I know but I was bored. I think I just wanted to have monsters who dropped health and armor bonuses lol. Fully implemented them too, but I'll probably never end up using them in an actual wad
    5 points
  16. MAP16: The Killing Fields I think someone already did all the killing for us. One could describe Biowar as "atmosphere at the expense of combat". But in most of these maps I feel like the atmosphere would be better if the combat was better. Does that make sense? It's like this map is supposed to be ominous, hostile, and a little surreal, but instead it feels abandoned and unfinished. Anyway, I liked this room. That's all I got.
    5 points
  17. my polymorphic map for a community project. still very much work-in-progress though.
    5 points
  18. Map16: The Killing Fields Big, empty, overcomplicated, and generally boring. I kinda liked the first trap, where you're teleported into a cage with many enemies on your flanks. It turns out that you can just leave through the door immediately, making it a very weak trap, but in a funny way. There's a long line of exploding barrels and imp victims, a cheap spectacle, but it manages to be a highlight in a map like this.
    5 points
  19. MAP14: Absolution 100% kills, 1/3 secret Guess we're in hell now, though some places feel more like the Shores of Hell in-between stage. Combined with the fact I didn't find any SSG, the map actually felt (apart from the chaingunners) very Doom 1. It also meant that combat early on was somewhat difficult - not a lot of resources, and I took a dumb hit from the church baron, so was running on fumes for most of the map until getting the RL. Things really soured when I got locked in because I went through the yellow door without lowering the red key column first. Really makes you appreciate the playtesting modern WADs go through! MAP15: Heat 100% kills, 2/2 secrets This was a lot of more my jam, just the right length and nice punchy pace. Also the Heretic lava texture has always been my favorite lava look (though it does look weird as lavafalls). Thankfully I spotted the SSG in the lava. The first vile room (with the vile coming out of the red pit in the middle) reminded me of the one in MAP28 The Spirit World, though checking it the textures are all wrong. The regular walk-over exit line was far too close to the secret exit switch for my liking, accidentally walked over it by mistake at first.
    5 points
  20. Map 31 : Juggelo Funhouse A funhouse seems to be the most suited place for a secret level as it's colorful and favourable to odd ideas that you can't really incorporate in regular maps. This map contains lot of pictures of scary clowns such as you can find among black metal bands. The face drawn in the western room occupied by the spider mastermind will not heal your phobia of clowns but it's well drawn and original ! Not much else to add, this is a fine secret level. Gimmicky but fair. Also it's time to celebrate the first Cyberdemon of this wad ! Grade : B (13/20) Map 16 : The Killing Fields Contrary to what the title might indicates, this map focuses a lot more on adventure and mystery than combats (Joshy made a slaughter map with the same name in 50 shades of Graytall). I would even add that this map appears to be really underpopulated compared to its size, if I don't count the small Barrel's o fun like part. The low monster density, combined with the overgrown aesthetics and the ambiant darkness makes this corrupted base more desolated. The combats feel very laid-back for a map of that slot but I don't mind, as it gives me the impression that most of the demonic forces have been eliminated and that I've only got a short way to go to reach the final boss. "The Killing Fields" is clearly not my favourite map in the wad but it has a mysterious/relaxing aspect that I appreciate. A stroll in the darkness. Grade : B (13/20)
    5 points
  21. This is my fourth deathmatch map for my new DM pack. I have never created a Hell style level at all, so this was a new experience for me. When I was finishing this level up, I had a good feeling that this might be my strongest one yet. Shoutout to @Arrowhead for checking out each one of my maps to make sure I'm on the right track.
    5 points
  22. kuckkuck

    Rare kills

    I was playing again e2m4 the other day, when I managed to capture 6-punch baron kill. No idea, how rare it is, I was just surprised that he died that quickly, because I have never seen that before. The damage rolls were: 180 100 160 200 180 180 So they added up exactly to 1000 6-punch.zip It happens in 1:25. Unfortunately nothing came of it :((
    4 points
  23. MAP17: Sacrilege After leaving a starting room, the map proper opens in three-way teleport hub, taking you to three distinct places, and a cyberdemon that is best ignored for now. The blue key area is a somewhat forgettable base, though the part where you reveal two archviles in a tiny room while cacodemons appear if you try to escape did made me focus. I think the red key part is more interesting, most of the fights here take place on a walkway above green sludge, enemy density is much larger and there's an archvile-lead monster closet. The rush of imps that spawn when you press the blue switch was also an interesting encounter. I strongly recommend finding the BFG near the red key, it takes care of the cyberdemon quickly and helps a lot with the finale. You're back at the start, except the walls have lowered to unveil a fiery ravine with a mastermind on the opposite side. Crossing it requires jumping through a series of randomly-moving pillars, I'm not a fan of this, it's annoying and slows the map down. Some exploration for the yellow key later and the map is over. I think it's an improvement over the previous level, as it doesn't feel as empty and has some moments. Out of all maps Harbin made this is among the best ones, though it's still far from the type of levels I like. MAP18: Die Heuschrecke Die Heuschrecke (German for "Grasshopper", I have no idea what's the story behind this name) hands you all the guns and a mountain of ammo in the starting room. This is followed by a handful of rooms and corridors to clear - the most notable aspect are revenants and archviles that stand suspended in the void. It reminds me of MAP30 from TNT a bit, but luckily, doesn't drag as much. The second part of the map is the Icon of Sin, arguably one of the easiest I've seen in a while. Press a series of switches while avoiding monsters, jump into the maw of the final boss and fire at the exposed core - no lift to worry about. Easy IoS maps are the best IoS maps. Conclusions I enjoyed Operation: Biowar when I was new to custom Doom maps. However, with more experience and exposure I can confidently say it's not the best megawad, even considering the releases of its era. Don't get me wrong, it's not a terrible set and besides MAP02 and MAP16 it lacks obvious failures, but it's very mediocre. The backtracking-heavy, dungeon-crawling gameplay is something I've grown to dislike, especially since the low-impact combat and overscaled size lack any excitement. The fact the maps I've enjoyed the most were made by guest authors isn't lost on me. Regarding the visuals, Biowar is very inconsistent. The maps switch from chunky doomcute and detailed lighting to monotonous textures and basic geometry. It's not bad when it works, as some maps have creative ideas behind them, but I don't think they are fully realised. The new sound effects are an interesting choice, as I couldn't get used to them and they succeeded in making me uneasy, unsure of what am I facing, this is definitely a strong point. Regarding the music, the wad borrows Mark Klem's tracks from earlier works and it's a good selection. It feels like I just happened to play Biowar at a right point in time. It's a rather easy wad (despite the info file calling it "medium to hard" - I don't think it's earned considering Plutonia and Hell Revealed were available for a couple of years by then; the only remotely difficult level was MAP13's hitscanner hell), a solid starting point for a rookie player, but I don't think it stood the test of time and I doubt I'll be returning here.
    4 points
  24. Map 16: The Killing Fields by Chris Harbin Crispy Doom, pistol-start, UV A decent enough collection of map sketches with some unforgivably anemic combat and the name feels pulled out of the air somehow. Sure there's a massive field around an island with the exit but the issue is the incredibly spread-out low tiers. The map continues, into arguably some of the best vine-filled caverns this wad has featured so far, along with dungeon pits and basically the shiniest tech base that one could imagine. The use of scattered light in one area leading to the last bit of progression is pretty nice though. Forgetting a certain courtyard overseen by four chaingunners, there isn't much that's genuinely threatening. Although the last trap does open closets of Lost Souls on either side while failing to crush a nearby Baron for some reason. But at least the secret hallway was pretty funny. Everything dies bu a Mancubus at the very end and there isn't really too much reward but it's there and it also feels good to find. Just don't miss the switch off the blue key door courtyard that unlocks it. The maze has a horrible texture though and just has a BFG 9000 placed at one ever so carelessly. As environments go, these are all pretty nice but the action per square footage doesn't quite measure up. https://youtu.be/XwEE1ASraB0
    4 points
  25. could a merciful moderator please finally put this thread where it belongs?
    4 points
  26. MAP16 - “The Killing Fields” by Chris Harbin This map has many of the hallmarks of a 90s map: long corridors and mazes, obtuse progression that had me going back and forth many times (especially towards the end after the blue key door with a switch that took me ages to work out what it did), inconsequential combat (save for quite a neat trap at the start), meme fights (namely the barrel chain reaction, which admittedly raised a smile), monotextural rooms, and so on. Not a sound basis for great map design, and yet…I really enjoyed it. I think I must have been in one of those moods were just about any competent map would satisfy me (and despite all of the above, it is competent). I played quite a bit faster than I normally would, which I think also increased my enjoyment somewhat.
    4 points
  27. MAP14: Absolution Kills: 91% Items: 50% Secrets: 0% Time: 9:11 Eh... not wild about Chris Harbin's first real attempt at a hell map. Absolution, even for this wad's standards, is rather mundane, possessing the general flow and layout of a Doom I E3 map. It is the second hardest map so far tbh, only a little behind MAP13 as far as I'm concerned, but this map's difficulty only really results from it being a tiny bit stingy sometimes. I guess the red key fight was okay, but that's about it. The rest of the map is just meandering from room to room, not really doing much. It seems like Chris Harbin's fall-off after MAP11 is sadly gaining momentum. By the way, whoever posted an edit to this map's Doomwiki page before I did talking about the softlock, I'm sorry. I absolutely could not read it. I only figured out what was going on when I played the map for myself and fell for it. Grade: C Difficulty: C+ - MAP15: Heat Kills: 100% Items: 68% Secrets: 50% Time: 6:54 Sadly Heat is a map I didn't particularly care for either. I guess I like this map's theme a little more than MAP14 (show me ONE instance of ROCKRED looking bad) but it doesn't manage to be more interesting. As I've said before, previously I've praised Chris Harbin for how straightforward and direct his mapping style is, though I think some of that has gotten lost in especially the last handful of maps. Heat, again, just feels a tiny bit clumsier to me versus this wad's earlier maps. Not a whole lot more to say really. Just not a very brisk layout, relatively uninteresting combat, and none of the interesting atmosphere/semi-Doomcute from before. Let's just hope this'll improve soon I suppose. (Psst, I've played MAP16. No it won't.) Grade: C- Difficulty: C - MAP31: Juggelo Funhouse Kills: 100% Items: 95% Secrets: 0% Time: 3:34 Hmm... Amateurish? Strange? Sure, maybe, but in a weird sense I kinda love Juggelo Funhouse. I don't 100% get the reference, exposing myself as someone who's probably not cool enough for this map, but this map is still kinda sick. Quite simply three little challenge rooms smothered with textures of Insane Clown Posse, which is a reference I only got because at least one person here mentioned that name. Those challenge rooms actually aren't bad either, they get better as they go on and I actually quite dig the last one. It might tell you literally everything about my taste in maps these days that I think Juggelo Funhouse is the best map in Operation Biowar, but I don't care <3 Grade: B+ Difficulty: D+ - MAP16: The Killing Fields Kills: 87% Items: 54% Secrets: 50% Time: 12:25 Oh for god's sake. I really didn't care for The Killing Fields tbh, it feels like the most directionless map so far to me. You start in this small little grey brick area, then go through an obviously fake exit into... TNT MAP21, then through a teleporter into the main section of the level. A weird overgrown tech base thing. Maybe I'm just feeling somewhat jaded about this megawad at this point and ready to move on to Equinox, though this level definitely feels out of steam. I can't keep saying it from MAP14 and 15, but the brisk quality is effectively completely gone now. It just feels big for the sake of being big, like "oh it's the end of the wad, looks like we need a Big Map". It's the pinnacle of this wad frustratingly holding itself back in the name of conventions. Sure, have a maze filled with that rotating Icon Of Sin cube texture. Who even cares anymore. At least MAP17 seems to be hub based, Chris Harbin's good at that, and MAP18 seems very short. By the way I did spend several minutes trying to SR50 over the gap leading to the exit. It didn't work, though I'm still convinced it's possible. Grade: D+ Difficulty: D+
    4 points
  28. Map 16: The Killing Fields I really liked this map. I felt that the visuals and progression succeeded in pulling of the sense of being in a real place even if that place is foriegn and alien to anything in a more human world. The combat was once again right in this wads wheel house where we are not exactly challanged, just kept busy with fighting to occupy our time while we explore the different environments. We are getting on to the end and Im still intrrested in seeing what comes next. 😀
    4 points
  29. Right now I'm working on a Thy Flesh Consumed themed WAD, 4 out of 9 Maps done.
    4 points
  30. MAP16: Killing Fields. Played on UV, pistol start. DSDA v0.27.4. K: 177/177, S: 2/2, I: 48/51. Comp. time 21:44 I don't know if I was in sour mood or what, but this one was just tedious. It played like a mediocre TNT: Evilution map for me - far too long, with little charm. The most exciting piece here was the very beginning, when you get the red key. The rest was a bore, and the dunce cap goes to the IOS Cube wall maze, ugh.
    4 points
  31. Operation: Biowar MAP16: The Killing Fields (UV, pistol start, K: 100% / S: 100%, DSDA-Doom, complevel 2) The Killing Fields feels like a collection of disparate ideas, an experimental outing that's more "interesting" than "good". The opening area is straight-up amateurish, but that feels almost intentional with the fake-out exit and all. After that we get a real potpourri of scenes: a watery overgrown cave, a neat-looking maze playing with brightness levels, barrel explosion dominoes with a crowd of imps as collateral damage, et cetera. Many of the areas are unfortunately very rectangular, which makes them a bit less memorable than they could've been. Many of them also feel oversized for the amount of enemies in them, which brings MAP10 to mind. The combat returns to being limp but inoffensive. We once again get a king's ransom in guns and ammo but not enought demons to use that stuff on. The BFG is completely superfluous from a difficulty standpoint, but at least you can pull it out later in the map to delete a few groups that would be tedious to kill individually. The number of arch-viles is back to a big flat zero, which makes the flame boy enjoyer in me sad. I can't really explain why it hit my funny bone so hard, but I found the random-ass revenant on the floating octagon in the northern part of the map hilarious. He's just there, off to the side, almost completely ineffectual but angry as hell. What a guy.
    4 points
  32. back at it again, map 07 of HRS and map 02 of HRSbonus, -fast. map07 - 10:29"97 hrs07fast-102997.zip [hrs07fast-ghostfuck [Death outtake #01].zip] map02 - 07:03"86 hrsb02fast-070386.zip could be better... :D
    4 points
  33. Long time no see. Another beta for now, hopefully I can move to a RC1 sooner rather than later. Beta 05
    4 points
  34. A big patch is incoming to fix a lot of these issues. Sadly what started as a collaboration kinda evaporated and I had to finish up what was available with the short amount of time given. Sadly it wasn't in the greatest of states on release so there is a lot of context missing. I'll be going over this when I get the time and hopefully clearing up some of the missing B-plot. Bear in mind this was more of an expansion than a full episode, so it wasn't hugely going to be pushing the bar higher anyway. But hopefully I can use some of the data I've gathered in this release to put some of my ideas for Episode 3 into a much more interesting state.
    4 points
  35. ever wonder where that random maintenance door in that dark corner leads you to? (bonus: guess the time period this office space was inspired by!)
    4 points
  36. Lowy-♥

    Dynamic Music

    I am personally SO MUCH into dynamic music, or just music in general in videogames, all the mods that i did for other games (Payday 2, DOOM Eternal, Devil May Cry 5, etc) where only about dynamic music. rn i am working on a doom map, that would be my 2nd map (+ other 2 maps that i discarded because of quiting for a long time), the first one was mostly like a fast test, so i was kinda struggling with if: i should just put midi music of a band that i really like do that but with a OGG file, which the bad part was that it would loss some of the aesthetic of the game, but it would be so much easy at the moment of looping and selecting a song find a way to make an actual dynamic music mod only for 1 MAP WAD, which sounds like a lot of work just for that lol so i am very ambitious with this stuff, and i have a lot of ideas going trough my head when is about music, like playing a part for the intro of the level, then it starts playing a loop combat when the player past trough a pre-defined linedef. or maybe make a calm loop and a combat loop. or also a part when a combat with a boss starts, and what if i want a segment also for a secrect boss?? well... the actual question is: where should i start this madness?: I only worked a little with ZDoom ACS Scripting (the UDB Script Editor), so if i can do any of this just with that (and also a little of SLADE for the OGG files) it shouln't be that hard ig? i saw that there is some of these type of mods, like the one by cyber_cool (the most popular one) yet i really dont like this one for a lot of reasons, like the fade out and in of the tracks, and is also very limited (For my needs), i need a very especific thing for my own stuff/maps, so idk if i should start basing myself on it, because i know there is probably better examples of this stuff on some wads, but would be hard to find for me because thats made for spesific stuff i just really think the music is a BIG part of the feeling of the experience of EVERYTHING, so, yeah, very important, for me at least PD: Sorry for the (probably) big amount of misspellings
    3 points
  37. Took a break yesterday as I was absorbed in the Kingdom Hears steam release, and didnt feel like stopping just to play one level of Doom before relaunching the game The final stretch was enjoyable! Map 16: I had Julien-K's Killing Fields in my head as I played this. A neat level that fully fills its Map 28-slot equivalent, this had a lot of opposition and tricky nonsense, like a maze of that spawncube texture. I never once felt actually threatened though, and the outside 'field' needed more enemies in it. The standout moment was when a lone baron across a chasm got into a fight with an imp, and the imp managed to dodge its attacks for *ten minutes* while hurting the baron many many times. Alas, this legendary hero imp who joined forces with me fell eventually. He will be remembered for his valor. Amusingly, that baron *still* had enough HP to take 5 SSG shots. Map 17: The penultimate level, this one felt like a TNT finale alright. Start off immediately in a cyberdemon duel, where you can flee into one of two offshoot areas on the hunt for keys, as theres a red key switch in the central cyberdemon arena. One of the areas starts you off with an archvile attacking youso you have to move quickly, right into a horde of cacos and chaingunners, plus a Pain Elemental. You have to go back and forth between the two offshoot areas to get both keys. Once you do get both and can go to the red key area, theres a well-placed Spider Mastermind across a canyon with no means to get up in her face with the BFG for a one-shot, but she still goes down easily enough with plasma rifle, once all the surrounding monsters are dealt with. Still better placement than pretty much any id placement. The timed jumps to get to her platform to exit is a pain. Map 18: A great IoS fight. As is customary with TNT-style wads, theres some light normal level gameplay at the start, such as an area with floating revenants to snipe you, while chaingunners distract you. Also the opening? A real man uses that berserk to kill everything up till at *least* the two barons on the awkward stairs. The actual IoS fight itself is great, no bullshit lifts and wrestling with autoaim, RNG, and rogue cacos and lost souls, just a mad dash to pull all the switches before getting overwhelmed, then leaping inside the creature's mouth to blow it up from within. Two archviles will try to stop you inside, and killing the internals always kills you in the process, so thats the end of Angry Potatoman. As a whole, Biowar was kind of neat, and doesnt overstay its welcome with a drawnout 32 maps, like 32 Hours in Pain, a similar era TNT megawad (Harbin, Pcorf and Kristian would be somewhat tied together later on, amusingly). The megawad club was the chance I needed to push myself to actually finish it, as painful as the one map a day restriction is. For the next wad Equinox, my patch gives it widescreen graphics, a fixed Map 4 midi, and some impromptu fitting level names partially taken from the Dean of Doom episode. I'll probably play it in two-map bursts most days, as it tends to be broken up with smaller psuedo-hubs like BTSX, but the hubs actually have content. Map 2, 5, 8 and 11 are the hub maps, so plan around them
    3 points
  38. MAP17 - “Sacrilege” by Chris Harbin And so now we come to the penultimate map, which is where my last playthrough came to an end, so this map is half-blind (although my memory is actually quite spotty for a lot of maps since I last played it 4 years ago). It’s a more ambitious map than its predecessor, with more thought put into its combat and structure, with significantly more straightforward progression too. We start on a central hub with a cyber for company, one we don’t really start with the resources to kill. Instead, one has to go to both the offshoots to gradually stock up your armoury with some moderately challenging fights in the interim, following which the cyber is trivial to deal with, especially if you find the secret BFG. The other major boss monster, the spider mastermind, then makes an appearance, and as usual you have to play the peekaboo and game and fire shots whilst spending as little time in her firing line as possible. Again this is made somewhat easier and less painful if you have the BFG. Some simple platforming brings to a conclusion of a map that overall played decently well but doesn't exactly stand out. MAP18 - “Die Heuschrecke” by Chris Harbin Low monster count with all the weapons provided to you straight away can only mean one thing – Icon of Sin map. I might give 90s mappers a tiniest bit more of a free pass than modern day mappers for using the IoS, but the concept still sucks either way. The lead-up to the IoS arena is boring filler, especially the peekaboo sections of the archviles and revenants on pillars. The actual IoS fight itself is actually mercifully painless, consisting of just a simple switch sequence to unlock the lift through the IoS’s mouth and a final archvile duo before a clean shot to victory. So I’ve seen far worse IoS maps, and for once an IoS map isn’t my least favourite map of a megawad that it’s included in, but it’s still very unremarkable.
    3 points
  39. Year 2 Month 12 Day 02 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] Frozen Time by Alexander "Eternal" S. (2012) A legendary map I already played in Day 7 (24th march 2021). Here's my first review : "Well, I fell on a true classic ! Frozen time consists of exploring a large castle lost on the huge ice floe. Like many Russian wads, ice is the central gimmick here. Eternal does not lie when it says that a good PC is necessary. My PC was pretty laggy even though it's not even 20 years old. I had already played this map last year. It's very nice to play again. However, it's far from my favourite wad in Eternal. I think this map has aged rather badly compared to other works such as Epic 2, Gravity or Hell Ground. I find the choice of textures a bit random, or rather that there are too many different textures, which breaks the harmony a bit for my taste. As for the fights, they're not very exciting and are made less pleasant by the FPS drops. Anyway I really like the alien base at the end. I would have liked this part to be more developed." I was a bit too rude in my first review. While Frozen Time still stands below other Eternal releases such as Hell Grounds and Epic 2, it's still an epic large-scaled map that Eternal built in only three weeks ! Frozen Time is also an example that Mark Klem's discography hasn't aged a bit . His music fits so well with old and new releases ! Replaying this map also reminded me that Eternal is a master at transporting us to exotic places we'd love to discover. Grade : A (17/20) [2] Doom 2's Consumed earth by Various (2015) "Doom 2 Consumed earth" is what it might have looked like if ID Software had done an "Episode 4" for Doom 2 like they did with Ultimate Doom. Everything from this wad comes from DOOM2.WAD except an added orange sky depicting a devastated city. This combined with a ramped up difficulty and extra details give "E4 vibes" to this vanilla compatible episode of 7 maps. This episode was made by 4 mappers : 40oz, Walter Confetti, NxGangrel and joe-ilya. All of them have a penchant for classic-oriented Doom but "Consumed Earth" still manages to keep a consistent style , except for map 01 and map 04 that actually are giant junkyards. I guess those were made by joe-ilya... Anyway, you'll quickly notice how spicy this mapset gets at the the very first map. Most of the maps contain at least one cyberdemon and more generally the layout are more densily filled with small armies of foes. After playing hundred wads, maps like these fail to scare them but ammo and health tend to get scarced, specifically in map 04 where I was about to die. Moreover, be clever by how you use the green armors because it's rather rare commodity. In any case, the maps are of reasonable size and you'll never really have time to get bored. I'll make an exception for map 04, which is the only one I really didn't like. It's too long, incoherent and has a sandbox progression that makes me feel like I'm in a junkyard. I'm really happy by the decision to respect the vanilla limits. Moreover, those didn't prevent the authors to add more details. The cities in this wad therefore look more convincing and I'm a fan of the brown color. Looking at beautifully decorated brown places is good for my eyes. My favourites maps are the two last ones : Wicked City and Home . The latter are more realistic. Wicked City takes place in a devastated city and Home in a totally invaded neighborhood. Another aspect that I like in this wad resides in the music selection. It looks like some author deliberately decided to use the most unpopular midis from Doom 2. Seriously, this must be one of the only times I've heard the intermission music (when you finish a level) in a map. It's not music I like, but I get to hear it in its entirety... Another exemple is the last map that uses the music from "Barrel's of Fun" Unless I'm wrong, it's also not very appreciated for its very gimmicky side. All in all, Consumed Earth was a great find. I didn't always agree with the level design choices, but a vanilla episode for Doom 2, using only the resources of the Iwad? I'll sign it! Grade : B+ (15/20) The next file is The Journey ver. 1.1 , a Doom II megawad by hervoheebo. I'm lucky but I don't have the time to play this, so I stop here for today.
    3 points
  40. There's something really unique about the sound design in Valve's Source games, particularly Day of Defeat, Left 4 Dead and Team Fortress 2. The sounds, particularly the weapons feel punchy and recongizable.
    3 points
  41. HDoomFan666

    Mars Outpost

    YO! Here's a very short map I've been working on for the past week; called Small Mars Outpost or TEKBASE.WAD. It is just 1 map, made for Doom 2, for GZDoom(Doom format) , but playable in CrispyDoom with minor bugs. (mirror and exit sign not showing "%" symbol instead) (I'm still a beginner, so i wouldn't be surprised if it was removed, but constructive criticism is welcome) Screencaps: Enjoy, I guess. Or not... TEKBASE.zip
    3 points
  42. Diablo 2 has really satisfying sound effects for combat and inventory items. The sound design is probably one of the biggest reasons the game as a whole is so addictive.
    3 points
  43. Quake, Quake II, Quake III, Return to Castle Wolfenstein, Doom 3, Heretic and Hexen series, Half-Life 1, Unreal/Unreal Tournament, F.E.A.R. (the first one), Fallout 3/New Vegas, Manhunt, Carmageddon series (especially those ped collisions in the first one!) Resident Evil 4, Silent Hill 1-4, Devil May Cry series, Hotline Miami 1-2, and Fromsoft games. Honorable mention to Aubrey Hodges for his sound design for PS1/N64 Doom.
    3 points
  44. i made an ak or some sort if i didnt sign some credits feel free to note to me
    3 points
  45. The current task is compatability and thing placements for co-op/solonet, which will be released as RC6 when it's done. There's also of course a bunch of general changes across maps, but I'll leave the main detail for the changelog when it drops. Pending anything that comes up following RC6, it'll be followed soon by the final release. I don't want to make any promises about when this will be other than hopefully sometime over the summer. A number of us would rather this was wrapped up sooner rather than later!
    3 points
  46. I am working on... I hope some my maps will be a contribution to the sequel of the past year megawad Thirty Years with Doom.
    3 points
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