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"The Experiment" megawad [ + walkthrough on page 2 !! ]
Lampenpam replied to arch_93's topic in WAD Releases & Development
Music is broken for me too. The intermission music just keeps playing through the maps. Also this mod is not made for pistol-starts, right? -
.pk3 files are the mod files but you might as well look at the other files as well for hints.
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What do you, or would you, design your wad for? Pistol-start or continuous play? My impression is that the vast majority of megawads are meant to be played with pistol-starts primarily, but a lot of people new to Doom modding might not even know about it at all. So what experience is more important to you to be balanced and enjoyable, and with this being the best or 'intended' way to play the wad? Also, do you test both playstyles?
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What do you design your wad for? Pistol-start or continuous play? My impression is that the vast majority of megawads are meant to be played with pistol-starts primarily, but a lot of people new to Doom modding might not even know about it at all. So what experience is more important to you to be balanced and enjoyable, and with this being the best or 'intended' way to play the wad? Also, do you test both playstyles?
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Ok so I first forgot you said it uses Ultimate Doom and I was walking through Doom 2 thinking you are going for a much slower approach. It's probably because I don't have the early Doom 2 maps as memorized as some other Veteran but I was watching the design on early maps very intensely. I asked myself questions like: Things are about to get different now, right? Was that secret really always here? Was this visual detail always exactly like that? Heh, I see you added a spelling error to 'The Gauntlet' Was Focus really the 4th map or was it the 5th? I wonder how much further I would have played if I didn't remember reading that you have to use Ultimate Doom and I was already halfway through map04. Well, then I felt kinda stupid. Also because I never noticed that Gantlet was actually always spelled like that. I should have played it enough to notice it. Anyway, when I played through the actual mod next, I was almost a little disappointed that you didn't go for a similar slower start. I'd even say it would be perfectly fine to let E1M1 exactly how it is, and on E1M2 only change things where the player might not exactly tell if he is just misremembering things or if this are already the first of the changes to the map. So I kinda hoped for much more subtly changes, almost unnoticeable before starting the in-your-face changes and what's basically just creepy pasta content. Then again, I might just go too much by how Everything The End of Time chose to represent Dementia: Starting very slowly. I mean for almost an entire hour it could even be a normal music album. But I did like how you displayed dementia too. It was more like the world, instead of the player, forgetting what it is. Forgetting what texture or layout belongs here. Not what I exactly expected at first but fitting nonetheless. I must say I found the ending too abrupt though. Again, I might be sticking too much to Everything The End of Time, but this album shows better how you might have a brief glimpse of an almost forgotten memory pop up again. In your wad I think it would have been better if it wasn't after a level transition. Imagine you walk through the completely corrupted areas, and suddenly after a door you find yourself in the rooms of an original map again, almost completely intact and the music being the original soundtrack just more quite and sounding like it's 'further away'. Imo it would have fitted the dementia representation better than the happy-end theme in this wad. It was imo to positive and the end also too sudden, being a bit anticlimactic. Why not instead end things with then having everything disappear? I know, it's not a happy version of this abstract ending, but when I think of dementia, I think of how sad it is to have your precious memories helplessly fall apart until you have nothing left. So I would have liked to see the world completely disappear, not just blank textures, just black. Everything's gone. Maybe your weapons too (if you know how to) until it's all a black void and the brain entirely emptied. Then do the map8 crash. -- Ok, that sounds like a lot of criticism but I did have a good time. It certain was a creative and unique experience. And my ideas probably come from too much inspiration of the music album... but maybe also how I walked through Doom 2 like a dumbass questioning my own memory. I mean that alone gave me an unique way to play through 4 maps of Doom 2 despite nothing being different at all! I kinda feel like I did kinda experience how a very early dementia patient may feel like, and kinda expected the same experience at first when I then played the actual mod. Well, feel free to get inspired by my ideas if you want to. Or not. Your mod is perfectly fine as it is, so thanks listening to my two cents about it. And sorry for the wall of text ^^' I had more to say than I thought.
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If you have a laptop I would try that. You don't need a second keyboard, the laptop already has one and you can play with keyboard only (like how most people played in 1993 since mouse controls were kinda hidden away), although it might be a good idea to get a cheap 10~15€ USB mouse, it makes using the laptop in general more enjoyable too. Since the laptop is probably not that powerful, stick to less demanding source ports and mods. Ports like Crispy Doom run on anything, but you could also use PRBoom+, which is the most similar to the official Unity port (and still a bit better with certain features). To set it up I'd look up some youtube tutorials to walk you through or just ask here.
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Oh right. For some reason I thought I was at wads and mods (but perhaps the thread just got moved). Though if you have no PC, @scuffed, there are source ports for mobile too. Maybe look into that.
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Since add-ons are just mods, why not just play any other mod from the thousands of Doom mods available with a source port? Why do you need it to become an add-on? It's not like they are officially cannon at this point or anything.
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I'm liking the atmosphere a lot. But try to make the place more interesting. I'm a fan of maps imitating realistic places but the layout was very much just straight running from A to B. Make the place more complex. Especially a school can have plenty of extra rooms to look through for supplies or is an opportunity to make paths split up. Some exploration and more vertical design would be a big improvement. And don't use spaces in the file name plz
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[Release] Lost Civilization 2 part 1, the introduction!
Lampenpam replied to Jaska's topic in WAD Releases & Development
Played it on HMP with puzzles enabled. First of all: Beautiful Design. Everything is so detailed and every place looks unique. This is almost on the level of Ion Fury. But the gameplay didn't always sit right with me. Maybe it's because it's a demo and you wanted to show what guns will be included in future versions, but I found it irritating and a bit annoying to have three pistols and shotguns. all pistols did similar damage and had similar alt-fires, and one barely had ammo, so it felt obsolete. I also think there are too many hitscan enemies in unfair places. Hitscan chaingunner on far away roofs, balconies, and open places with much foliage are quickly overlooked and melt your hp away, while you still have to figure out where you are being shot from. I would reduce the use of hitscan enemies only to indoor or tighter areas, where you don't overlook them because of tree and flower sprites. Also the boss in the fountain-soul sphere area wrecked me so many times. The homing AoE attack is too strong and hard to avoid when you have to take care of other monsters in the area. But the portable chain gun seems to be broken and didn't help me against the boss and sometimes didn't fire at smaller enemies at all either. The custom monsters felt a little tanky too or maybe my guns are too weak. The first shotgun didn't one-shot the custom imps and sometimes needs 3 shots for the custom chaingunner. I feel like I would have more fun if I played with a gameplay mod, so at least it's a great thing that you still took care of allowing gameplay mods. But what I enjoyed the most was the apartments where you can destroy all the walls. You can be strategic with mines and canisters, there's a lot of action, no unfair hitscanners placements and just a lot of fun seeing the place getting destroyed when you shoot something explosive. And killing enemies with collapsing ceilings is hilarious. Generally I think it was a fun map even with some gameplay issues and every part was impressive with it's visuals. -
I don't think that's it. There was very little hostility towards this reference when it was found. I rather looks like that some higher up at id doesn't like anime and ordered for it to be removed. Whatever it is, it's a rather whack move to remove it so quickly.