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About KeaganDunn
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It's just how it is.
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One of these is not like the other. This is just on Steam - most played of all would easily be Doom, Clone Hero, and Minecraft
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maps that broke you, for better or for worse!
KeaganDunn replied to fruity lerlups's topic in Doom General
FCFF07 - the final secret fight in the center of the map, with cybers coming at you from all cardinal directions, is hella brutal. Even with a BFG and virtually unlimited cells, the amount of crossfire is unreal. Throw in 48 pain elementals as well and you got yourself a fun time. I've played it plenty of times now, and the final fight alone still takes me a lot of time and saves to get through. First time I played through it, either on HMP or UV I can't remember, I was going insane on that last fight. I turned up the music to full volume and let the soothing high-pitched tones blast my ears. I didn't complete it then, but since then I've garnered plenty of skill and prowess to take on FCFF07 whenever I feel like it. -
Featuring Keagan Finished, @The Final Event, @Jimmy, @Alper002, and @SanyaWaffles Scallywag Operations Inc. is a really good mapset, possibly the best of all time. Our team of legendary legends were given absolutely zero limitations, possibly even -1 limitations (The rumors of there being -2 limitations are currently under investigation). This naturally led to some of the most innovative geometry ever considerated and constructulated. The gameplay features such mechanics as: being really good, having gameplay and being beatable for a certified experience. PORTS TESTED Only GZDoom 4.11.3, nothing else. Also enable the shit out of fog, preferably set to radial, otherwise map04 will have no graphics (which honestly if you want to play without you can, glhf ig) CREDITS: Angus Beefwhistler Anubis Dracula Fred Clegg, The Endmaster Gorpus Schrompf XI Mojang Osiris The Existential Voidweavers The Void Orbs MAP AND MUSIC INFO IN TEXT FILE TECHNICAL INFO: GAME: DOOM2.WAD MAPS: 01-15 SINGLE PLAYER: ye COOPERATIVE 2-4: you won't DEATHMATCH: you won't DIFFICULTIES: slight BASE: New from scratch BUILD TIME: 3 weeks DOWNLOAD: https://drive.google.com/file/d/13ruOHeeurQJkNUAOJ0YwrS-UL6i-cFXk/view?usp=sharing
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My ADHD style of mapping is a problem in of itself at times - starting a new room over here, placing monsters over there, detailing over here, difficulty balancing there, block out a room there, playtest this room on Easy, detail that room, place monsters over here and playtest that... And this style of mapping often results in me doing what I call my mapper's block doodle:
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Ahh, immersion. Something that I lost through Doom mapping and coming of age, and I wish I could have back. When I first played Sunlust, literally a week after playing Doom for the first time, I was very deeply immersed in Sunlust's world. But thanks to Doom mapping, all I see in maps now is textures, flats, sectors, and linedefs. I can see all the misaligned textures in Half-Life 1 and GTA: San Andreas now. dear god it hurts can i go back pls
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This is all very true and relatable for sure, @Emperor S P O O N, I've been through the same sort of dilemma. There's a fine line to learn and walk between knowing what is inherently "wrong" with your map and knowing what is on the player. You build something for yourself first and foremost. If you want players to enjoy it, be it a wide range of players or a certain audience, then you start taking into account what to change and what to leave. It is very funny as it is disappointing that there are indeed players out there who will not listen to a word you say anywhere, be it in the thread, the text file or even in the map itself. They might try the map, don't like it or get their ass kicked, then stop playing and air their grievances. They might not try anything else with the map (godmode, mods) or they won't keep an open mind about the difference between the map and their own preferences. They probably don't even realize that most of their struggle was by their own hand, ie completely blasting past obvious resources. They probably don't care what your intentions are (i.e. the map is meant to be a confusing, puzzle-centric monolith). Just "the map's bad and you should feel bad". In that case, take those players for the biggest volcano full of salt. I've had to do that myself a few times, but it does still get to me every now and then. While we are all entitled to our own preferences, we must know the difference between genuine, helpful feedback and "I hate it purely based on my own opinion". Both as a mapper and a playtester. One of my releases, Violetshift, is geared towards the audience of more skilled and patient players. I had quite a bit of self-doubt and low confidence in the making of the set, but it wasn't until I started receiving feedback and even help with troubleshooting/balancing that my mindset improved. Where was it mostly from? My target audience for the set. I often feel that, with the releases I made in my first year, I've scared off half of Doomworld, lmao. There is indeed an audience for every possible genre of Doom map, no doubt, but no audience is as big as the small-5-to-10-minute-techbase-maps-with-easy-incidental-combat-and-obvious-progression-with-no-hold-ups-whatsoever audience. I jest with that phrase, but as a mapper, it's super important to find players with similar tastes, especially for playtesting. Their feedback is often the most constructive and valuable. And unless you are mapping purely for yourself, it's just as important to think about those players' experiences. That is, the ones who are your target audience and will be of most help to you. :)
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This is absolutely the truth. It always warms my heart to see people keep an open mind about certain WADs, mappers, or playstyles, instead of blowing them off because it's something they don't like, or it's something that's not "normal". (I am so damn tired of hearing Ribbiks' name and WADs being used as negative connotations and nothing more). I love to hear of those who try to find the joy in something they know they won't normally enjoy, whether that's through mods, -nomonsters, or - I don't know - playing a lower difficulty. Most of all, I love to hear of those that just give an honest shot at things. And if they conclude that it's not for them, they communicate that respectfully and still admire the work for what it is. Tourism is something I've only done a few times, and it's pretty much been with the hardest and most notorious stuff out there, ie FCFF, Dimensions, Frog & Toad, the modern Sunder maps. Stuff that, even with copious use of saves, will still take a lot of time, skill, and mental fortitude. I've given these honest shots at a few points in time but have mostly admired them through other means - observing and learning the maps in UDB, -nomonsters, or watching others complete them. FCFF is a case where I don't feel I have the patience and technical knowledge to solve the puzzles, but I really admire how they work and it's a source of inspiration for me. I firmly believe that it absolutely does not matter how one experiences something. It may not be the mapper's intention that you played FCFF map07 on ITYTD with a guide and several mods, or that you played Myhouse.pk3 with many visual/gameplay mods, but as long as you enjoyed it or got something out of it, that's all that matters, really.
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Glad to see you still around making things! I played this on HMP and really enjoyed it the whole way through. I was only slightly mindful of ammo but didn't encounter any major troubles. Most of the challenge lied in the latter maps' setpieces and clever monster placement. Echoing everyone else's sentiments - the way these maps were built perhaps will inspire me to get out of the mapping rut of being so meticulous I don't even know what to draw anymore, lol. Love the abstract geometry and details in 01, 03, and 04 in particular. The last three maps had some great setpieces - the northern quad-vile room in 06, the beeg fight of 05, and the entirety of 07. I'll perhaps give this a shot on UV later. Great job with this!
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Indeed it is! I've only just gotten back into it, and only the final battle is what's left, aside from polishing the rest of the beast... Hopefully this spring or June it will be out. I've been buckling down and finishing out projects before putting more focus on Adulthood™. I would share more screenshots, but there may be quite a lot of changes in the coming months.
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what are you working on? I wanna see your wads.
KeaganDunn replied to everennui's topic in WAD Discussion
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I'm in Montana, we just got blasted with -20C to -30C temperatures, and that is not accounting for wind chill. Step outside for 5 seconds and your snot's already frozen, and if you aren't dressed properly than frostbite will occur within minutes. At least with winter, you can put on a lot of layers. Undershirt, long-sleeve shirt, sweater, heavy coat, beanie, face covering(!), good gloves, long johns, jeans, wool socks, steel-toe boots - all that will make you invincible in -30C or colder. But with summer, there's only so many layers you can take off. Only problem I have with winter is driving. It's scary enough driving a '99 shitbox on ice and in extreme fog, and then you have people on the road who think they're invincible...until tragedy strikes.
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More travels to cities around the US, and figure out where I want to go and what to do. Actually produce music for once and get more comfortable with writing, both with instrumentals and vocals. Been having a serious existential crisis about it and it's about time I figure it out or put it all to rest. Publish more stories that I have in the works! Oh, and make more maps. This year should be good.
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[RC5] EVITERNITY II - RC5 Released!
KeaganDunn replied to Dragonfly's topic in WAD Releases & Development
If there is not a secret with slopes.txt here, 0/10 G fuckin G to everyone involved, and for keeping it quiet for so long! lol