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--------------------------------------------------------------------------------------------------------------------- DOWNLOAD: ryona.zip --------------------------------------------------------------------------------------------------------------------- Lala is having a bad time again. An abstract ero-guro experience. 3 experimental maps featuring red and pain. Includes platforming, difficult slaughter, abstract hell environments, and emotional trauma. Not for the faint of heart. -------------------------------------------------------------------------------------------------------------------- CREDITS: semi follow-up to:
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i dont think words can describe putrid, pathetic thing i just want to be noticed its so sweet, and yet... so cold she'll never go to hollywood will you love me? will you love me? a map for those who want to be punished. a map for me. beat myself just to feel something you don't have to like it. just play it. don't be mean. i understand if you are. its not for you. it was never meant to be. can't you just touch me? on your touchscreen? loveme.zip
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Junkfood 3 [MBF21, Slaughter] (idgames)
DeafPixel replied to Meowgi's topic in WAD Releases & Development
i made a map here. not sure if i should be proud -
A lot of good reccomendations in this thread, id like to add Doom 2 In City Only. One of the best community projects in recent memory, covers a wide range of gameplay styles and themes, and manages to give each mapper time to spotlight their own unique personalities. Almost every level is visually interesting in some way, and feels distinct from one another despite sharing the common "City" theme. You could call this the "definitive City megawad" and you would have good reason to. Most maps in this set are distinct, even though I didn't love all of them. I think a community project with an unconventional premise and execution this solid is very rare. I'd like to highlight BluePineapple72, taviow, Snaxalotl, eater29, and muumi for some inspring work. Some of their maps in particular would be contenders for Cacowards even if they were released stand-alone.
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Doom 2 In City Only [Now on idgames]
DeafPixel replied to myolden's topic in WAD Releases & Development
Hey, congratulations on the release! Played through episode 1 on UV (on RC1) and have some criticisms. Some of this could be due to fatigue from playing it in one sitting, but I still think its worth it to air my concerns. It seems most visual bugs I encountered have already been mentioned by others, so ill focus on things that frustrated me gameplay-wise (I don't have any complaints with the visuals anyway) 1-I consistently missed the SSG on every map I played. In every case, they weren't particularly hidden, but the mere fact they were missable and not extremely obvious gave me a lot of easily avoidable trouble. Map02 had the SSG visible and in a central location from the start, and i think the other maps should have done this as well. (For Map01, you could either just force me to lower the platform with the SSG on it or make the SSG visible before you lower it.) I think this would be extremely easy to fix, and would improve the map experience a lot 2-Every map was non-linear to a fault. I don't know if this was an intentional design goal, but regardless, I would have appreciated more variety in objectives. So far, every single map has had the exact same structure: Wander around for keys so you can unlock the exit door which requires all 3/6 keys. Map03 and Map05 change this slightly by allowing you to skip some keys, but not enough to feel unique. I think that adding more colored doors and signposting for what direction to go in would help alleviate the monotony and give a better sense of flow. This is definitely harder than my first critique, but I think it would go a long way. 3-Related to my previous two points, i often ended up with lots of ammo for weapons I didn't have yet. I think that addressing point 2 would go a long way to solve this issue, as I also found it common to miss weapons such as the plasma gun or rocket launcher, even when there were multiple in a level. This is more personal, but im still mentioning it. 4-This is a minor nitpick, but I found the turret enemies (mainly on map05) extremely obnoxious. The revs and chaingunners don't provide much threat, but they have insane coverage and sightlines that mean they can easily chip away at your health. It feels like a chore to clean them up. Also, the chaingunners here are particularly obnoxious. It is extremely hard to see them, and extremely easy for them to get cheap hits on you. -
i haven't played all the maps of sunder, but map 02 and map 11 are my favourites and will probably remain my favourites for a while i agree with everything monsieur E said about 02, i think its the best usage of Open Season's midi, and the best map with a "red hell cave" theme. map 11.... theres no words to really describe the feeling. just sheer scale pushed to its absolute limit. grey, brown, metallic, unknowable. the sudden shift to scythe 2... viney ruins? theme at the end is also a nice touch. i get the feeling this place hates me.
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what're the some of the best puzzles you've ever come across in a wad
DeafPixel replied to roadworx's topic in Doom General
Outside of FCFF, which is probably the best "puzzle" wad there is, UNWELCOME has a lot of neat puzzles in its maps. MAP02 in particular is really enjoyable with its "switch opens one type of door but closes another" gimmick. Implementing classic puzzle staples into DOOM gives pretty good results! TOD has some interesting "puzzles" in his maps. Probably the most explicit puzzle is in ESP Map12, Brookhaven Hospital. It recreates the silent hill 2 level near identically, with you having to find "clues" that give you the code to unlock some of the doors in the level. If you enjoy unconventional and strange maps id reccomend nearly his entire catalog. -
making a post here to show my support for this map - fills the Crumpets-shaped hole in my heart with a little extra and makes good use of the rain from Elysion (my beloved). Great interconnected layout, very fun - play it! :3
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Die Hard mod idea, discussion on how it would be made
DeafPixel replied to Grungo's topic in WAD Discussion
Going Down feels like Die Hard in Doom tbh -
I enjoy seeing the monster count as a way to estimate the length of a level - however, sometimes this can be deceptive. Joshy maps in SOD have far fewer mosnters than Darkwave's contributions, but usually take much longer to beat. Some maps leave a majority of the monsters at the end of the map, or even have a majority die at the very start. I'm not the type of player to dismiss a map based on monster count, so usually this isn't too big of a problem for me, but I do think I can get affected by knowing (or thinking I know) exactly "what im in for".
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Less Christmas-themed and more snow-themed, but ill always use an opportunity to promote Fruit Salad - 6 chill combat-puzzle / light slaughter maps by Grain of Salt that deserve more love.
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"Open Season" is actually a pretty good map title in my opinion - the implication in my eyes is that its open season and you're the prey. It contributes to the overall tense and horrific vibe the level tries to go for with the music and dark corridors. "No Chance" (by Death-Destiny) and "Go Fuck Yourself" (sunlust 29) are a lot less poetic, but very succinctly describe the levels they are attached to. In this case, I don't think the title would be so effective without the level matching its arrogance, yet at the same time the level wouldn't be quite as memorable without such an upfront title. I'm very partial to Ribbiks' titles in general. "Swim with the Whales" (swtw 03) and "Mechanical Embrace" (fcff map07) are so evocative and perfectly fit the mood of the levels theyre attached to. "Swim with the Whales" - beauty, elegance, becoming one with nature, but also being crushed by the depth of the water around you "Mechanical Embrace" - being touched by something beyond you that you don't understand, beguiling, intimate yet at the same time cold and calculated. You Have Become a Ghost. In Sunder, meanwhile, im drawn to its titles that are extremely mundane and uninteresting. "The Cage" "The Furnace" "Grinder" "Pale Monument". On their own, they don't intrigue me, but as a way to describe the levels, I find it fascinating. The simplistic descriptions match the uncaring, brutalist architecture of the levels themselves, but more importantly, it makes me ask: How is this considered a furnace? It imbues the strange, abstract environments with a sense of purpose, of design, that only makes them more strange and alien from trying to comprehend the meaning.
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valiant 31 max 20:04 val31m2004.zip
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