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Everything posted by roadworx
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Mixing Quake and Doom's gameplay and atmosphere
roadworx replied to ThatKidBobo's topic in WAD Discussion
aren't the quake 2 enemies just the doom enemies but expanded? why not just build off the doom bestiary instead of replacing everything? -
Does anyone else here make lore for their (mega) wads?
roadworx replied to Codename_Delta's topic in WAD Discussion
i'm making lore for my episode, yes. in the text file there's gonna be a short description to accompany each map, and it's gonna form one continuous story :) memento mori 2 did it, so i am required to also do it -
midnight is midnight with that out of the way: go for it. if it's not about committing a mass shooting, then nobody cares except old people who should shut up and crawl back into their sarcophagus
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Rejection - Single Limit-Removing Map
roadworx replied to roadworx's topic in WAD Releases & Development
ah shit, i forgot to convert all the textures and sprites to work in vanilla, rip. i've been meaning to get around to doing that. eh, screw it, limit-removing it is then lol -
this was a map i made for a project that i'm working on, but i decided that i'm just not a fan of it (mostly in regards to the second half, the first half is good imo). so, i'm gonna release this version now and then probably cannibalize various parts of it for usage in later maps of mine. regardless of that, it'd still be nice to get feedback on this, and it'd be nice to actually have a solo release for once, so i'm just gonna quietly drop it here. i suppose you could see this as a demo of what i'm working on if you'd like, though i'm hoping it'll be better than this lol. i'm keeping all the custom dehacked stuff in cuz...well, i'm lazy and i don't wanna rebalance anything :p there's no difficulty settings btw download screenshots:
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good lord, these suggestions are...certainly something. people giving their own maps or a gzdoom map when op is saying that they wanna get into doom speedrunning, lol. or god forbid the compet-n wads agsgdhdgdf op, first of all, i suggest trying to go through and play at least some of the stuff in this difficulty progression guide, as the difficulty of doom wads range from easy to absurdly difficult, and for a beginner it can be daunting trying to figure out which wads to play if you wanna improve. keep in mind, however, that it's not a definitive guide and is far from perfect; as you go along the list, you'll probably become more familiar with doom wads and be able to branch off on your own quite quickly secondly, i highly recommend familiarizing yourself with how the movement works and how to do more advanced tricks, as that's a major part of doom speedrunning. stuff like sr50, glides, and wallrunning can all be vital in getting lower times. however, you'll obviously need to also get good at the game normally if you wanna properly utilize any of those tricks. third, watching speedrunners play the game can help you pick up a lot of tricks and strategies. it honestly helped me get better at the game.
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so was doomguy butt-ass naked in the beginning of Doom 2016
roadworx replied to MinisterOfChile41's topic in Doom General
spoken like someone who has only been here for a year not to make you out as lesser for not being here very long, it's just that there's been way funnier is all :p -
omg plums i love you <3
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nOOOOOO WHY DID I USED THE DEVIANTART LINKS FOR THESE, GOD DAMMIT these were like, my only chance of getting back my old god-awful deviantart drawings...rip
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not to mention that it actively works to kill the player. i don't mean that in that it's just hard - wads like sunder, dimensions, or nochance are hard as fuck yet that's not really a problem - i mean that it is deliberately designed with the intention of killing the player as much as possible through a variety of cheap and irritating tricks that really aren't all that fun to go through, regardless of your skill. i suppose there's some skill required to do that, but honestly, even as a bit of a masochist, it just sucks ass to play. plus, a good chunk of the music being plagiarized... hr1, despite its flaws, actually had a lot of interesting concepts and the combat serves its purpose well when you aren't looking to kill everything you see. hr2, on the other hand....no.
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the korean war was a total mess and was full of lots and lots of genocide and military fuckups, even more so than the vietnam war. we don't have much media relating to it because it's not exactly the brightest moment in our history lol
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i actually really like how it looks, personally. it's not detailed and some of the color choices can be a bit odd, but ayyy it was the 90s baby! that was pretty common back then, hr1 isn't exactly unique in that regard. the mappers weren't artists, they were speedrunners who wanted a challenge :p in regards to the gameplay, while the early maps do suck, some of the later stuff is actually pretty decent. you just gotta play it a certain way; you gotta figure out your routing, the secrets, and just try to get through the maps without trying to uv-max them. they still have their problems even when playing that way, for sure, but some of them are actually great when you do it that way. i've started to come to terms with the fact that my tastes are rather eccentric as well (having the moellers and matthias worch being among your fav mappers of all time in 2023 is...yeah, a bit strange, i'll admit it lol), but imo hell revealed is a wad that, if you just move outside your comfort zone a bit and play a certain way, it can be great fun.
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OBZEN - now on idgames! [32 Plutonia Maps] [Limit Removing]
roadworx replied to myolden's topic in WAD Releases & Development
good god, that first map is absolutely vicious. is it meant to be like that? the rest of the maps i've played (up to map14) seem to be quite a bit easier -
ay, just so you know, multiposting is typically discouraged on forums. if you need to quote two people then you can multiquote like this, and if you wanna add something then it's common practice to edit your last post rather than post again. ofc, that only applies if someone has yet to post anything - if someone has made a new post on the thread then feel free to make a new post :p
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OBZEN - now on idgames! [32 Plutonia Maps] [Limit Removing]
roadworx replied to myolden's topic in WAD Releases & Development
...didn't you just release a megawad last month? what the hell? are you a part of king gizzard by any chance? -
basically anything from memento mori ii, heh. i have way too strong of an attachment to that wad in general these two, however, i probably have the most nostalgia over. alien vendetta, my beloved...
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Game that everybody likes but you dislike
roadworx replied to Ralseiwithagun's topic in Everything Else
tbh i've always thought that all the serious sam games were very meh. i've never really understood the appeal of them; the weapons feel lackluster, the settings have never done much for me, and i just don't like how a lot of the fights feel. i feel like painkiller did that type of arena-based fps gameplay a lot more justice. also, halo sucks. it's slow, boring, and introduced a million concepts that everyone tried to copy and they all somehow managed to do it even worse. -
wow, i can't believe it was you who made that sdfdfggdds. if it makes you feel any better, i made a shitty creepypasta about doom when i was 13 or 14 that thankfully does seem to be lost to time now.
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while it's not entirely necessary, making them a bit more puzzle-like, where the player feels clever for being able to find them, is always helpful. what is 100% required, however, is to make at least one secret completely inaccessible, because pissing off speedrunners and completionists is funny :)
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If you could pick one Doom 2 enemy and put it in the first Doom
roadworx replied to Psychagogue's topic in Doom General
several people have suggested arachnotrons, and they have larger widths than mancubi. freakin neenerhead -
when making a multi-map wad, what order is it best to creat the maps in?
roadworx replied to roadworx's topic in Doom Editing
oh no, i'm not talking about direct transitions - god no, i'd hate doing that. it's more that the themes of the maps are fairly consistent is all, and seeing as how mm2 has a little story to go along with each map, i figured that maybe i'd do something similar, albeit less disjointed. i'm just overthinking the shit out of all of this tbh; at this point i'm pretty sure i just need to chill tf out and go with the flow instead of forcing myself to do everything all at once either way, i appreciate everyone's advice. i'm gonna try to force myself to stop being all over the place with this now -
when making a multi-map wad, what order is it best to creat the maps in?
roadworx replied to roadworx's topic in Doom Editing
no, what i'm asking is the order to actually make the maps in. i know how mapslots work lol see, the issue with that is that i'm trying to go for a sort of alien vendetta or memento mori 2 vibe, where the entire mapset feels like one continuous adventure. i can't just make a bunch of maps and then order them afterwards, i gotta have a progression where the player goes from one location to the next