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WashingMachineEnthusiasts

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  1. Flushing toilets has never been more exciting. Also, nice smooth platforming on those boxes.
  2. This map is one of the ones I'm most proud of in the set (mainly because of how difficult I found it to get all the tricks working smoothly) so I love seeing it played as well as this - great job!
  3. Haha you absolute madman! What's next, MAP27 on nightmare? Also, I lost it at the pinky pop-up on the 3d bridge - surprise!
  4. What, no nightmare run of MAP03? Just kidding... unless... Seriously though, those are some impressive runs, especially MAP07. By the way, absolutely zero thought went into how my maps would play on nightmare, so I like that MAPS02 and 07 hold up.
  5. Magic the Gathering designers have talked about having three archetypes of people who play: those who play to win at all costs, those who play to find the most creative and convoluted combos, and those who just play socially. They've talked openly about releases being failures where they have catered too much to one archetype at the expense of the others. Similarly, I think there are three archetypes of Doom players: people who have to max every map they play (e.g. Decino), people who want to see how much they can break a map open to get the fastest time (e.g. Zero Master) and people who play just to reach the end and have fun along the way. In my opinion, as a designer, one should not over-cater to one archetype at the expense of the others. Removing secrets entirely would be detrimental to the experience of the casual player, just as removing all possible sequence breaking would be detrimental to the experience of the speedrunner. Also, in my opinion, the fact that the majority of streamers and youtubers are in the first archetype makes their opinion overrepresented compared to their actual proportion of the playerbase. Or, put simply, the loudest group is not always the biggest group. I'm not touching on whether a secret is a good secret or not, as that's very subjective.
  6. Very nice sequence breaks in Blizzard Wizard (MAP06) and The Diabolist (MAP10)! Who needs to see a switch to press it?
  7. LZDoom isn't on the list of MBF21-supported source ports on Doomwiki, so maybe it only has partial support. I recommend DSDADoom to guarantee everything works perfectly, but if you really want a GZDoom experience then the latest GZDoom should work. Any map with scripting may have different event timing though in GZDoom compared to DSDADoom. DSDADoom will give you the intended experience. Alternatively, if you want to keep using LZDoom, only that map and MAP26 use that kind of death exit, so you could just play all the other maps.
  8. Version 1.31 is now out on IdGames! This version fixes two broken secrets in version 1.3 and is the final version. Once again, I want to give a huge thank you to @EnragedEggplant, @lunchlunch, @bartekmil, @Brxyz and @ChopBlock223 for their various and many contributions. It's been a lot of hard work but I'm proud of the result and very proud to finally call it finished. And now that it's on IdGames, let's see those speedrun demos!
  9. New version 1.3 that adds par times and makes minor gameplay changes to MAPS03, 06, 10, 12, 19 and 22 based on feedback, as well as fixing a couple of remaining bugs and a whole host of minor niceties (e.g. merging sectors to reduce sector movement noise). The full changelog is in the text file.
  10. New version 1.2 that makes gameplay changes to MAP15 on HNTR and HMP (greater difficulty level differentiation).
  11. Shameless plug, but the newly released Temporal Tantrum has both (episodes 3 and 6, respectively).
  12. New version 1.1 that fixes this and a few other issues I noticed during @Vile's stream - yes, the BFG room in Temple Excavation was meant to have more to it than that! Thanks very much for the stream as well - glad you liked it.
  13. Good to see you back! If you plan to stream it, let us know, we'd love to see it. Also - updated the main post with the full map list and a guide to the new enemies.
  14. After over two years in development, it's finally completed! Version 1.3 is now out. See the trailer here: Download the release here. Temporal Tantrum is 28 exciting maps for Doom 2 over seven themed episodes (underground, snow/ice, Gothic, jungle, starbase, Egyptian, ???). It includes five custom monsters. Maps by @bartekmil, @Brxyz, @EnragedEggplant, @lunchlunch and of course myself. The difficulty varies map-to-map and episode-to-episode, but most maps should be well within the range of most players, except for a handful in the later episodes. Very few maps could be called slaughter. The story: the UAC has developed new gate technology that connects any two points in time and space. The UAC has now reported that they have lost contact with the secret facility housing the prototype gate. You have been sent to investigate. Your superiors suspect another demonic incursion. If this is what has happened, your orders are to stop the incursion by whatever means necessary. Temporal Tantrum requires a UMAPINFO and MBF21-compatible port to play. To test if your port is compatible, open MAP01. If stock music is playing, your port is not UMAPINFO-compatible. If falling off the path softlocks you instead of killing you, your port is not MBF21-compatible. Full map list A Guide to the New Monsters The Cambion The Flayed The Flying Spiderdemon The Astral Cacodemon The Diabolist
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