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Ex Inferis

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About Ex Inferis

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    steinferd
    Green Marine

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  1. With the right skills & patience you can kill a cyberdemon with your fists without taking damage. Just learn to time & dodge the rockets and stay away from adjacent walls to avoid splash damage
  2. There was this castle map in Eternall.wad where after killing everyone i got frustrated wandering around the empty castle for about an hour, unable to find the path towards the exit. It was the first time i quit a wad without finishing. That, and the Doom 2 Icon of Sin. Was unable to wrap my head around the fact that the best game i'd known had the most annoying, anticlimactic ending. To this date, i refuse to play IOS maps
  3. Rarely if ever, tbh. Even back in the day i would play a lot more Final Doom than the Id games. Nowadays when testing a map or finishing a pwad i'll blast through a level or two but that's about it
  4. Icon of Sin, hands down. To this day i have a loathing for any and all IOS maps and generally skip them when playing pwads
  5. Ok, here goes then: Ex Inferis: 1 Newgothic Movement I: 6 Newgothic Movement II: 6 Sunder: 6 Resurgence: 5 Sunlust: 5 Stardate 20x6: 5 Speed of Doom: 5 Hell Revealed II: 4 Slaughterfest 2012: 4 Slaughterfest 3: 4 Micro Slaughter Community Project: 4 Just want to make you aware that last time i voted as Nazgul9. I've updated my username since.
  6. Thanks for the great feedback, i appreciate it!
  7. Thanks for the feedback! If you're into full-on slaughter, i'd suggest you check out maps 20, 21, 28, 31 and maybe 23, 27 and 30. Those are more likely to be your cup of tea. Personally i'm team freelook. 99.8% of my gameplay is with mods that usually rely on it, and back in the day it used to always piss me off how autoaim made you shoot the knight in front while you were getting hammered by the chaingunner on a ledge behind him lol. My personal belief is freelook corrects a technical limitation of the early engine. Strictly a matter of taste, though.
  8. This raises a lot of valid points. However, as a mapper always keep in mind that it's impossible to please everyone. Make a slaughter map, or a switch hunt or a puzzle or a maze, someone will probably love it and someone else will probably hate it. It's important to be able to tell when something really doesn't work on a map and when it's just a matter of a particular person's tastes. Trying to make everyone happy guarantees mediocre results, don't forget.
  9. I'm not sure i 'expected' any kind of gameplay from my wad, other than people killing monsters and having fun with it lol. I play with mods all the time myself, and the one you're using here does an excellent job speeding up the process of giving a tour of this place, it's def the way to go. Please get back to me on any issues you may find, as this will in all likelihood see an update sometime soon. Thanks for playing!
  10. Fair enough. Maybe i did rush the upload a bit, as i'm finding issues myself. I guess i was just itching too badly lol. Will most likely update and will appreciate any feedback (and help on some things like the M26 issues pointed out by Shepardus which never showed up on any of my testing). As for the tall ledges, i did deliberately design this with freelook in mind (IMO this corrects a technical limitation the original engine had, of which autoaim and infinitely tall actors were an imperfect solution). Apologize for recommending this for all limit-removing ports
  11. GET IT HERE: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/inferus I just published a big megawad which attempts to continue the tradition of such illustrious megawads as Speed of Doom, Hell Revealed, Sunder, the Slaughterfest series, etc. 31 maps, 25000+ monsters, pretty views. -It was conceived to be played as an episode but all maps were balanced and tested for pistol starts. -Main focus is on combat and aesthetics, though it contains a fair amount of platforming and some basic switch puzzles. -Mouselook is required, disable autoaim. -Maps range from large to huge in size and are densely populated. M01 has a hot start, be warned. -No jumping or crouching. -Difficulty levels are implemented and were balanced for rewarding play regardless of the skill level you choose. -I kept it as mod-friendly as possible. However, a few maps will bug out with some popular mods (their fault, not mine - sorry). -This took me 8 years to build - where's my mordeth award? I'd really appreciate it if you gave it a try and helped me spread the word. Thanks! EDIT: This should be treated as a GZDoom release regardless of what the text file says. Freelook is necessary for a significant portion of the combat (and you'd be missing out on the architecture), and apparently it needs OpenGL rendering in order to prevent some of the maps from glitching out. I apologize to anyone i may have misled with the text file while i figure out a way to make this Boom compatible without hacking it to pieces.
  12. Non-linearity can be a good thing if done right, though. I like to make maps in which you're required to complete several "mini missions" from one central or connecting area, where it's irrelevant in which order you play them, i feel this creates replay value. However, great care should be taken in order to avoid confusing the player or making them feel "lost".
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