Jump to content

valkiriforce

Members
  • Posts

    2322
  • Joined

  • Last visited

About valkiriforce

  • Rank
    etrnyour.wad
    Senior Member

Recent Profile Visitors

27070 profile views
  1. If Doom 2 happened, Jesus would return and shoot BFGs from his mouth.
  2. I want Gusta to return so we can stop bumping the Kama Sutra 2 begging thread.
  3. I think it depends on the designer's objective and outlook on what kind of experience they want out of Doom - a lot of my efforts have been all around the place, because there were some maps I felt deserved a spot either in a larger project or as part of a smaller release. I've had my experience with creating a megawad, because I really wanted to play something that was like a full-game replacement, whereas there are smaller episodes that I felt like tackling as a theme for a handful of maps, but felt it wouldn't fit the scope of something as huge as a megawad can be. Other times there are projects that are already being worked on that I could imagine creating something I felt could belong within the context of the themes at work, and it's fun to experiment with those one-off ideas, because I don't have to carry the weight a larger project can sometimes have. I think the only way I tend to enjoy making single maps is when they're a part of a bigger project - either a small episode or a full set. Either way, it can be hard for me to justify the download of a single map if I feel I've made something that comes and goes too quickly. I do wish I'd do it more often, but I tend to veer towards it being something epic in scope (or at least I feel like it has to be - which in itself can be intimidating and self-demotivating unfortunately).
  4. Hey, thanks for the write-up DSC! I'm happy to see there are people out there still getting into these classic-style wads. Part of what made Doom Core interesting for me besides being one of my first major releases is being made under the umbrella of inspiration based around the original Doom games (DOOM, DOOM II and DOOM 64 were the only Doom games I had played at the time - besides renting Final DOOM for the PS1 many years ago). So there was no major community input or influence that I had early on except for my love of the original games - although it would see that influence the more I expanded my catalog of fan content I would play over the years following, so it carried over to a few maps here and there. It was honestly intimidating seeing how detailed Doom maps had become over time, and I felt like with limit-removing capabilities I didn't really have an excuse not to make my maps look pretty, so I hid behind the safety of vanilla mapping to hide my inexperience, heh. I actually do have a soft spot for the last few maps of Reverie, since they were the ones that began the journey to creating that project. I really liked the idea of something calm and peaceful similar to Pharaoh from TNT while ironically having some Caribbean influence in the starting area. It's one of my favorite maps in the set (besides MAP 31) and I really enjoy those kind of settings that feel contrary to what Doom is. Originally I wanted Reverie to be a community project, but I felt too protective over what I wanted the experience to be, and I found it hard to communicate what I wanted to do with the project, so it became another solo-project somewhat accidentally; although I am grateful for what became of it. Last of all Eternally Yours felt like it had its own objective in not becoming a huge project like the previous two, and I honestly felt it was my most refined effort personally. I still hold it as one of my favorite efforts besides a few other projects (Oceanside, Sargasso and Anomaly Report) and I also like that the maps weren't overly huge or too small; it really felt like the appropriate length for what it is. It was dark and moody and overall Doomy according to my own needs, and I really appreciate the identity of each map having something different to offer the player. It was my original farewell effort as well, since I was getting pretty burned out on Doom after years of playing countless maps, episodes and megawads.
  5. Hey there - a lot of these tracks could be found on vgmusic.com, as that's where I snatched up most of these, but here is the track listing: The text screen music isn't on the site anymore - perhaps it can be extracted from the wad?
  6. Non-existent...or at least hardly there. I think bushwhacking is the most fun way to make maps, outside of listing possible titles or coming up with structures for maps out of sketches. I try not to put too much philosophy behind it so I don't get bogged down by all the do's and don't of wad-making. Come to think of it, I guess I do have a mapping philosophy - it's making sure everything is done out of fun. Had fun making it? I'm pretty sure that's gonna show itself in some way playing the maps.
  7. All the Contra games that are considered bad. Yes, all of them.
  8. My most sought-after item would be an old set of VHS tapes we had in the early 90's that compiled a lot of old CGI animation into a series of tapes by Fresh Electronic Publishing / Fresh Video Portfolio. This was different from Mind's Eye in that a lot of these companies putting their best efforts forward not only included some CGI shorts, but also commercial demonstrations from television and film. It was usually done in montage fashion either with copyrighted music or original compositions. My father got a hold of a few of them in the early 90's and my sister and I grew up watching them mesmerized, but we lost them sometime in the early 2000's and I haven't been able to find any uploads of them for decades. That is until some years ago, someone uploaded the one from 1992, and more recently 1991. The last piece of the puzzle would be for someone to find and upload the one from 1990 - ironically, that was my favorite tape of the series, and the one I remembered the most, but seemingly it's evaded the spotlight. I managed to find some libraries that carry it in a few states, but I've no idea if there's any way to obtain it, and apparently there was another tape that came out in 1994 that I didn't know about (probably because we obtained these before that one was made). I really wish someone would find and upload it to the internet archive and YouTube, as I've long wondered about this piece of media for decades.
  9. I know AUGER;ZENITH is the obvious choice here (I like it too) but I also really liked the one at the end of DBP20: Dungeons and Demons where you have multiple Doomguys gathered around playing DnD. Also, the rolling credits of Occult Secrets of the Third Reich on Mars was pretty clever, too.
  10. Hey Brad, thank you for the updates! It's been a while, but I had a small request I wanted to make here: do you think having the option for colored HUD numbers would be possible? It's similar to how a lot of the Boom source ports have it where the higher and lower numbers change colors depending on your stats. I had this thought for a while but never voiced it until now, and I was curious to hear if it would be within your interests to include it.
  11. Somehow I got three macubus enemies at the same low health because a single SSG blast took out all three of them at once, it was pretty awesome.
  12. Short answer: yes Long answer: yes *savegame buffer overflow*
  13. I've been enjoying my time with the new Contra: Operation Galuga - it's always a huge occasion when one of my favorite franchises gets a new title, seeing how few and far-between they have been (especially in the last decade). It's cool to see a lot of ideas taken throughout the series and put to good use in this game...I'm still processing that we have such a good Contra game again.
×
×
  • Create New...