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joshthenesnerd

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About joshthenesnerd

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  1. I thought I'd post a quick screenshot to show I am working on things. I have been busy, so it's mostly geo and not detailing/things yet. it's all just rooms mostly. working with a texture limitation is kinda tricky so everything looks very "my first map" right now. this is the most detailed area at the moment. I'm thinking my goals right now for this map are just a make it playable in 5 to 10 minutes with a dark maze as well as an outdoor section, a key somewhere, some backtracking with repopulation and maybe some kind of loop in the map route
  2. haven't posted a stream on doomworld in a while. more archive playthrough happening: https://www.youtube.com/watch?v=lL6HDQzGE44
  3. I've always wanted a source port to have the automap up in a second window. often while streaming I'd bring up the map and end up playing through the automap, which isn't fun to watch for a viewer but sometimes I need to play through the automap. overlay mode is a thing in many ports, but it doesn't feel right. the closest you can really get to this is in chocolate doom (most other source ports removed it) if you launch 3 chocolate doom windows, one with the -left parameter and one with the -right parameter, and connect to LAN co-op. -left window will show the 90 degrees left of the main window and the -right will show the 90 degrees to the right of the main window. I could open just one of these two extra windows and bring up the automap in there, but there are 2 problems. chocolate doesn't update the automap when it's still up and it's a multiplayer-only feature, so multiplayer thing placement. having the automap up in a second window allows players to bring up the map on another monitor while the gameplay is still main screen. and if source ports have a pop-up information window, perhaps the window could be scripted for more things than the map like a motion tracker for a super dark horror map
  4. that was pretty great to watch. i'm glad you accepted the challenge. i hope it wasn't annoying or anything. i played it a few weeks ago and thought this would be a fun challenge wad.
  5. i am surprised i was able to get that done. that was immediately after i realised that i could do that
  6. d_map28_00.zip here's my final (and only successful) attempt. took me a lot of deaths (like one every 30 seconds), thanks for letting me use an editor to see through the chaos. 18s vile jump to secret exit.
  7. @Paf , i applaud the deviousness of your choice. can i drag that into an editor so i can figure out what is going on in the chaos?
  8. this full moon? https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/fullmoon
  9. @Beginner you were the last person to challenge someone. so, I challenge you to beat "USQ IRC goes Hogwild" UV saveless. you can die and restart all you want, just don't save https://www.doomworld.com/idgames/levels/doom/s-u/usq1
  10. here's a fun fact about copyrighted midis and doom: the first wad with a pop song midi on the archive (possibly first wad with a custom midi on the archive) used maniac from flash dance. the wad is undersea by brian plumb. it was released may 14 1994. it's an alright wad. https://www.doomworld.com/idgames/levels/doom/s-u/undersea
  11. doom 1: tie between i sawed the demons and facing the spider (special mentions to donna to the rescue and untitled) doom 2: tie between healer stalks and into sandy's city (special mention to the dave d taylor blues) tnt evilution: no contest, none of the original music for TNT compares to into the beast's belly plutonia midi pack: plunge saw by bucket out of those, i think my favourite is plunge saw. it's given me a newfound joy for that level. the midi makes it so exciting to go through and i've played it several times over the past few days because of that midi. edit: I'm listening to the map 01 tune from revilution for the very first time.... bucket is a musical madman genius and i salute him
  12. each episode i love for different reasons, but i think my favourite episode is episode 3 (sorry to john and tom) episode 3 is just sandy's imagination going wild and i absolutely love it. the exploration of previous levels (most notably from tom's E2M2 and E2M7) gone to a whole other realm with levels like slough of despair, mt. erebus and limbo. stuff represents other stuff even less, it's just pure abstract, exploratory and puzzly. the first level and final level aren't great but the rest of the episode is fantastic. though, many will probably disagree with me on the quality of unholy cathedral and slough of despair. i often feel like sandy's design doesn't get as much love as it deserves. like, sure it's ugly but there's just a fiendish fun to his traps and puzzles plus the man is great at designing exploratory levels (which is so hard)
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