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AuroraMoony

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  1. Thank you very much for playing it! I've made some tweaks to the visuals, it's nothing great but it's more than nothing. The OP is updated with new screenshots and the new file.
  2. God, I hope so btw, you really made an account just to support me? i love ya for that <3 Yeah, you're right, I should spice up the lighting just a bit. It does look bland, and way darker than I expected, but that's because I forgot to change the sector lighting mode on my gzdoom and I was seeing it way brighter. Since you mentioned the Doom 64 weapons in the video, I originally planned to use the sprites too, but I didn't think it worked well, and to be honest, I personally don't like the weapon sprites from that game. Also, I noticed how the Pain Elemental can see the player from the start, that's not supposed to happen lmao, I have no idea how I missed that. Thanks for the video and the review!
  3. Good evening y'all! In all my years making doom maps, I've only managed to finish two, and this is the second one I did. I tend to shorten maps so I can finish them, but I think this would fit perfectly as a starting level (as most of my levels do, tbh) Feedback is really appreciated as always! A bit of backstory: UAC found a secret demon base inside the ruins of an ancient fortress. The only way to reach its interior is through a teleporter, which they managed to find out the coordinates to. Your goal is to fight through the heavily guarded base and reach the elevator, so you can climb up the fortress and find the demon nexus to close one of their many portals. Download IWAD: Doom 2 Map Format: UMDF Difficulty: Average Freelook: No Jump/Crouching: No Screenies (things removed): EDIT: oh god i almost forgot the credits Textures - OTEX (by Ola Björling (ukiro)) Music - Disturbed (Inside the Fire) Sounds - Doom 64 Playtesting - My dear friend Amethyst <3
  4. @CBM i think you were supposed to use only one cell
  5. Locked by red skull key. The area should be dark. The pink squares are teleporters so you can get back up. The orange circles could be imps (and/or chaingunners for extra annoyance), and their sectors are higher than the main platform. Maybe there could also be a stronger monster in the middle.
  6. Those are some nice videos, thanks guys! I've been away for a while, but I worked on this map again, following some of the tips here and making some small tweaks. I've increased the difficulty a little and changed some monsters for Hurt Me Plenty. I updated the file in the main post. I'll post about my project when I have some levels done. I haven't got work done on Map 2 yet ^^"
  7. Revenants. Specially when they're around corners. It's already bad to deal with the heat seeking rockets at a distance, when in close-quarters the only options you get are to either bait them into using melee which is dangerous, or running. That is, considering it's just one. Usually you'll face two or more at the same time. Also Chaingunners. For such weak enemies, they manage to fuck you up really easily if they're close and you don't see them first. I really hate hitscan in general.
  8. I've had some years of practice (never got anywhere xD) and played a lot of classic wads. Romero's rules were actually very helpful also to have a general level design direction. Thanks for giving your time for this my dude, also I forgot to mention, the song is Spirit in Black by Slayer, I chose it because it added to the "classic" feel. I've been struggling with level editing for 4 years xD I have a real hard time finishing projects, so whenever I started a level I would build the starting room, over-detail it and then have no idea how to progress with it and delete it. Eventually I kinda moved on from Doom, I just came back recently and, I don't know what happened, but this one just... came out naturally. I agree about the chaingun secret, to be honest I just wanted to cram another secret in and didn't think it through, I'll see what I can do, good tip. Thanks for playing it and commenting, I'll see if I can end my struggle and finish this project for once lol Originally I was going to add a set of stairs to the keycard area and make the central outside area deeper but I never came to it. Nice tip, I think I could go back to my previous idea, and also add some variation to the terrain outside. By the way, thanks for playing it! I'll try to finish it!
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