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Scotty

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  1. I would just like to publicly state my intentions of running "Plutonia in Name Only" at some point in the near-ish future (probably after Plutonia 3 is released).

     

    :)

    1. Benjogami

      Benjogami

      I haven't been mapping much, but that sounds fun, sign me up.

  2. My top picks: Map02 - love the rev horde at the end that pushes you back through the map. A trailblazer for bitesize slaughter maps that have become more common since. Map05 - a masterclass in conceptual vision and execution. Map07 - peak gauntlet style slaughter gameplay, in the context of a single map experience the combat scaling is perfect and for me this map has endless replay value. Map11 - THE Sunder map. Map13/14 - these maps have incredible sense of place and capture my imagination in feeling like they could be alien planets of some kind.
  3. Really nice maps for a newbie, i don't like to nitpick if they are your first efforts and are obviously still learning. The combat flow in these maps is pretty solid, some entertaining traps and setpieces in here too. My only really point of note is that i felt like i was often getting a key, then having to backtrack halfway across an empty map to use it, sometimes getting lost on the way. Recorded blind demos when i played each map, attached below. Sometimes watching someone else play is more useful than a wall of text. Keep making maps! sco-scrm-demos.zip
  4. I loved this little touch, it was the cherry on top of a great wad. Thanks for making Overboard, it was the most fun i have had with Doom in ages!

     

    doom01.png.0d68ca640aace158def5aff79962b4f8.png

  5. Whew what an absolute monster of a map. I feel like these gargantuan adventure-slaughter maps are super rare these days to find so i appreciate this map a lot. I applaud your tasteful use of the extra enemies, people are often too heavy handed with them. Generally a really nice difficulty and scale ramp through the map as well. My only real comment is that i thought the fight below was definitely more difficult than anything else in the map, even the final fight. I had to deal with the second wave with like 110/0 health and armour and more or less reality that section, shit was no joke. Was like being in Sunder for a brief moment :D
  6. Been pimping up a 6 year old map this week, for Ultimate Doom in Name Only! It needed it...

    doom04.png

     

    @cannonball @dobu gabu maru

    1. dobu gabu maru

      dobu gabu maru

      Awww yeah nothing like updating maps that are over half a decade old and then praying the set comes out so you won't have to do it again half a decade later!!!

    2. cannonball

      cannonball

      Fingers crossed that this should be done in five months, let alone another five years. Hope to see the finalised Tower of Babel in the near future.

    3. Scotty

      Scotty

      Just gotta find an hour for finishing touches and do skill settings, then it is ready :)

  7. Was always one of my pet peeves with some of the original maps. Completely nonsensical monster placement.
  8. I am very keen to get some new maps together to give some real impetus to the Cereal Killer reboot - i have 4 or 5 close to being done, here is one of them.

     

    8pJEOIz.png

  9. Opening shots are one of my favourite Doom mapping things. (20x7 is the best wad for opening shots imo)
  10. A have been looking at making some tweaks to the dehacked enemies present in this wad for the 're-release' or whatever you want to call it. The changes will be mere tweaks to try and give the dehacked enemies more unique roles from stock monsters rather than a complete overhaul, and should therefore hopefully avoid destroying ammo balance and whatnot in existing maps. The changes i am working on are giving regular Cacos the standard HK attacks, thus freeing up the caco fireball so i can change Barons to something more akin from the Pyro Knight from Valiant (and giving the grey Cacos the same pyro type attack). I am wondering if this creates any objections from mappers who have already contributed here? I am also intending on adding 6 skies to the wad to try and create some sort of episodic progression in the megawad. Hopefully this will work for everyone in an aesthetic sense. As i see it so far, most maps either fit into a gothic ruinous theme or something more techbasey due to the nature of cc4-tex, so i have picked skies to try and match these themes/existing maps. This will be subject to change later on as the megawad approaches completion. I have no doubt this wad can reach 32 maps no problem, had a few mappers reach out to me already and i have a few 'new' maps i can add myself. No problem... looking at putting your map in the 32 slot as it is due to high monster count and distinct theming compared to everything else.
  11. Spoken to Crunchynut and a few other people, going to take charge and bring this wad back from the brink. I don't have a clear timescale right now but the general idea is to get this finally done and dusted at some point this year. If anyone is interested in contributing then pm me on discord, i am in a lot of Doom servers and should be easy to find. Watch this space :)
  12. I appreciate the kind things people have had to say about Haste. I must say it started off as a bit of fun, just making some small maps people can blast through, nothing mega serious or high effort. Most of my maps were made in 3-4 hours (going crazy with map12 detailing creating the exception for me). I guess the combination of cacoward + some of the names involved inevitably lead to high expectations; this thread has made me reflect a bit on that side of things. Perhaps just anonymously dumping things on idgames is the way :D I am also finding that the community desire to rank and compare maps and mappers is something that i do not personally enjoy being the subject of anymore as it can be bad for mental health, yet i am comfortable with my ability and output. EDIT - i just want to add that its cool that both Haste and MSCP have given attention to this genre of compact slaughter maps, they have been something i have enjoyed for years since playing Scythe for the first time (especially maps 24 and 26). So if these wads inspire more maps in this vein, then i look forward to playing them. For some 'bonus' Haste content, the following maps were originally made for it: Occula map01 Event Horizon maps 31&32 What even is this post. Who says what i do and do not like? If i expressed my true disdain for this nonsense i'd probably get banned.
  13. Blind demo and some screens of noted texture/flat oddities attached. Cool map. Musings: - nice theme, i like tech/ruins mashup type settings - the start was quite obnoxious with lots of hitscan and limited health and armour, then the map felt like it calmed down considerably past a certain point - i liked the main area and its multi-tiered recycling of playing spaces (also liked the way you did this in 1k3 map07) - long range hitscan can go back to TNT please - i think i found a possible skip where you don't actually need to collect the blue key? you can see it in the demo. i don't think it is consequential, but notable nonetheless - despite the large scope and monster count (relatively speaking), this was pretty breezy going. come the end i wasn't ready for it to be quite over at that point! sco-nensha.zip
  14. Secrets that reward inquisitive parkour/exploration of non-obvious progression options. There are numerous examples of this out there but typically i can't think of many offhand. It is something i associate with Ribbiks a lot though, particularly Stardate 20x7. In Fractured Worlds map31 i actually added a random secret cell pack at the eleventh hour just because i saw someone (Daerik?) make an interesting jump on stream. I also like secret areas that are expansive map areas (as opposed to some closet with a soulsphere or whatever), Miasma being a glowing example of this. Puzzle secrets are cool, even though i dislike puzzle wads. I think this is because there is usually a reward for a secret puzzle in otherwise standard maps. I really enjoyed this in TNT Revilution's map16.
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