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mouldy

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    Yes, the guy with the videos
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  1. When i was working on overboard I started making an inflatable banana to replace the chainsaw, but had to give up because I didn't really know what I was doing.
  2. Finally got round to finishing this, great fun from beginning to end. Amazing adventure.
  3. Really been enjoying this. Very fun maps, and the pirate voices crack me up. So many great ideas and funny touches. A worthy sequel I'm up to map 23 and havent seen any errors, apart from one instance of a flaming torch where the flame was a transparent pirate for some reason. It corrected itself when I reloaded the map.
  4. Man, that is amazing. Somehow I never saw this before Not sure whats going on in this thread, but just to confirm what people are saying: the intended way to play going down is however you want to, but i would suggest HMP continuous play with occasional saves. UV is more like end-game content for extra challenge. As far as self-imposed weapon challenges go, you are welcome to try, but each map kind of has its own built-in weapon challenge in the form of pistol start.
  5. This is what i love about the mastermind, the absolute chaos it can cause
  6. The mastermind is an enemy that destroys your health if you walk into its line of sight, but has limited mobility due to its size. As such it is essentially an environmental hazard, which means the environment itself becomes the boss fight. Its strength or weakness is pretty much in the hands of the map maker. That goes for any fight in doom really. The 3d space was pretty revolutionary when doom came out, and using the scenery to your advantage was intended to be a key aspect of the gameplay. What made the mastermind fight in doom 1 so shocking at the time was that suddenly you had no scenery to use, and you needed it. The fact that you can blast it point blank with a bfg feels like a design flaw, and it probably is, but when you first encountered that boss, running right up to it was not an intuitive option.
  7. Cool. The link I used was from the megawad club thread, i guess it must be an earlier version
  8. "Skill" and "talent" is pretty much just doing something a lot. My early doom stuff looks visually ok because I've been doing art since forever, but I'd say the gameplay of all my maps before going down was kind of questionable. That was after I'd already played doom for 20 years, so clearly just playing the game a lot isn't enough either. You have to watch loads of people playing your maps to get an idea of the mistakes you are making. Having an artistic background might help with that process, where you are constantly trying to figure out why everything you do is not as good as you want it to be. Its a shame, but its true - to be any good at creative stuff you have to always feel embarrassed by the stuff you make. Thats why you keep improving. Anyway, the point is: just looking nice isn't really everything when it comes to doom maps. It can sure help - the visuals can be a substantial part of the gameplay after all, providing player motivation and a sense of drama for example - but I often find that if the gameplay is interesting then it helps create an interesting visual style just in the way that it arranges the space and breaks up the symmetry. And players won't often be spending a load of time gawping at the scenery while they are running around shooting stuff. So make a lot of bad maps and get a lot of feedback.
  9. Cool, here's E2M5 again with that fix udino-E2M5-update22-7.zip
  10. Yeah i wanted to lower that wall so you could shoot stuff over it, but it wasn't intended to be passable. I thought of adding midtexture railings but didnt want them getting in the way of the view, might have another look at that though
  11. Thanks for testing and spotting that texture. The teleporters at the start were a convoluted fix for vanilla compatibility - the starting corridor caused visplane overflow when viewed from the other side of the map, so i had to close that area off with a door, but then co-op players would get stuck in there when they respawned, so i added teleports to get out. None of that is necessary without vanilla limits so I just got rid, but I kept the non-functioning teleport pads as scenery.
  12. Here's the updated E2M5. I decided to tidy up the final fight and make the room it happens in a bit bigger so its more rocket friendly and less claustrophobic. This involved shifting all the other rooms a bit so hopefully i didn't break anything in the process. I've tested it in dsda complevel 3. udino-E2M5-update20-7.zip
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