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Demonologist

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About Demonologist

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  1. @BluePineapple72 I hear you loud and clear, thank you for such an elaborate answer, never really followed these projects so that clarifies things. Well then, I'll be out of your hair, sorry for any inconvenience caused.
  2. Care to elaborate? There's a difference between demo request (along with overt generalizations that might or might not be interpreted the same way they seem to you) and actually pointing out the lack of management-level playtesting/quality check with certain specifics, wouldn't you agree? Still, if I didn't convey the message well enough and ended up sounding like a broken record - my apologies. Any published work is prone to be scrutinized, and criticism is a part of that process, so I don't see what's wrong. Whatever the case - I certainly wasn't going to "insist" on anything furthermore, so we might as well leave it at that if you so desire.
  3. @BluePineapple72 While it's understandable (certainly not commendable, but understandable) why the author of the maps mentioned above chose to remain silent - the lack of comment from the project management is somewhat saddening, as it begets the feeling that you're willing to let the issue slide. Respectfully - there's absolutely nothing wrong with asking participants to invest more into things that'd only help improve the product's quality, which, as I would humbly assume, is in everyone's best interest, is it not? There's a very good reason why all the renowned "hardcore" pwads involved rigorous playtesting, and often by well-known speedrunners with adequate expertise. If the inner playtesting crew (as long as it even exists) can't quite fit the bill, which is also a possibility - maybe it'd be appropriate to seek some outside help in such matters. Generally speaking, of course, and with no offense intended to anyone on said crew. It's all too easy to just stuff a map with all kinds of threats, then beat it with excessive savescumming, considering it's properly tested that way, and patronizingly remind anyone who voices their concerns that difficulty settings exist for a reason, we all know how that goes. Yet the aforementioned renowned pwads didn't come on top that way, that much is certain. Please don't get me wrong, I'm certainly in no position to demand things, I'm merely asking you to maybe think about it, for this project and/or for future ones, as it would only make them fare better. With that being said - please let me know if you want me to be more specific, and I'll gladly provide a detailed report instead of hollow generalizations. Then again, you could also state that all these things don't really concern you, which is... well, also a policy I suppose. Thank you for your attention in any case.
  4. So, it seems there won't be any demos for maps 21, 34 and 41 from the author of those, that's a real shame, although totally predictable. So much for a lot of playtesting that's fun to do.
  5. Thanks for the feedback! And of course for demos and videos, always interesting to see how different players tackle encounters. /idgames link is in the OP. Cheers!
  6. @BluePineapple72 I appreciate the answer, yet it seems I need to clarify: I'm not saying they're unbeatable, I'm saying they're overdone, and it affects the overall quality in a rather unpleasant way. Generally speaking, there's a very thin line between really tough but still well thought-out encounters on one hand and batshist insane and luck-dependant nonsense (again, generally speaking) on the other, if you'll pardon the expression. And alas, it's all too easy to cross that line. For what it's worth - I did manage to beat m34 saveless at least (demo recording was off, sorry, and I'm not doing that one more time, no thanks), yet it doesn't really change anything I wrote above.
  7. If so - mind if I ask you to record no-saves, no-rewind, non-TAS demos of your maps? Any category would suffice as long as it's UV. Oh yes, I'm definitely the one to be reminded about it.
  8. Greetings, turned out to be a fairly engaging compilation overall, however there's a question: did anyone actually playtest @Scionox's maps (all three of them)? I'm sorry, but they're ridiculously over the top, to the point where it makes me think even the author didn't actually bother. Or is it a common practice with these megawads?..
  9. Greetings, Entanglement is a single map for strong Boom-compatible ports originally made for ENDOOM Mapping Contest 2024. Thwart a rogue AI's plans to overtake the city with its demonic minions. General notes: moderately lengthy (~25-30 mins), linear, adventurous, fast-paced, mildly challenging at times. Screenshots: For additional information please see the readme file. Download from /idgames Have fun!
  10. UPDATE: REQUEST CLOSED Greetings, most likely a long shot but no harm in trying I'd imagine. I'm looking for two @Phml maps from years ago, the tricky part is that the author himself doesn't seem to have those anymore, too, so local pwad collectors would be my only hope. ⛧ The first one is from this post, I mean the exact version of the wad with map02 inside since it's the one I'm looking for. ⸸ edit: acquired [link], monsieur @Ribbiks had a copy which he kindly shared (much obliged, good sir!) ⛧ The second one is trickier, I wasn't even able to find any relevant posts. It was a birthday map for danne from 2013 or so, I believe it was called BeigeMonument or something similar (the word "beige" was there in any case), a slaughtermap with an obvious predominant (and essentially the only) color. It's logical to assume that danne might still have it but sadly I wasn't able to reach him, the man is hard to track these days (if you're somehow reading this @dannebubinga - I need you, don't leave me here all alone!) ⸸ edit: got it [link], different filename but it's still that map. Again, huge thanks to Ribbiks who managed to obtain it somehow, somewhere. The guy's a real thaumaturge, I'm telling you. And that's why we all love him so much, right? Indeed, this might be a good opportunity for me to rethink my backup policy. Thanks!
  11. @Custom Longplay Thank you! @plums Oi mate, much appreciated! Sure was an entertaining watch, and yes, loved how you looked right at that secret switch and still didn't notice it. /idgames link is in the OP, take care.
  12. Thank you kindly for the feedback, demos and videos, good people! Very glad to hear the map's enjoyable. Uploaded the wad to incoming, /idgames link coming soon. Cheers!
  13. Greetings, Hairesis is a single OTEX-driven medium-sized map of middling difficulty made for Russian Doomcon - The 30th Anniversary of DOOM event. Screenshots: Primary playtesting: @skepticist @tourniquet Additional playtesting: @TGA_ @Archi Notarget @Dantosking Download from /idgames Have fun, and happy Doom's 30th anniversary! Here's to many more years of Doom ahead of us.
  14. Thanks for the feedback, /idgames link is in the OP. Cheers!
  15. Greetings, Demodulated is a short episode of 3 maps (plus an exitless endmap) made for this event (in Russian). Technical details: IWAD: Plutonia Compatibility: Vanilla Tested with: Chocolate Doom, PrBoom-Plus/DSDA-Doom Dehacked: automap names only List of maps & authors: Map01: Neptunia by @TGA_ Map02: Mucus Jam by @Archi Map03: Archeus by Demonologist Screenshots (taken in hi-res for everyone's sake): Download link (/idgames) Have fun!
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