-
Posts
664 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by Peccatum Mihzamiz
-
George is love. George is life! I played through the first two maps and had a reasonably good time! This must be what a lot of 1995 wad playing experiences were like? Feels like a lovely homage to that atmosphere, with all sorts of purposefully whacky and awkward things. Thanks for making and sharing!
-
O, don't be! I'm just a guy on the internet spouting his opinion! Just take what you think might be useful for yourself and disregard the rest. And like I said: I think your map already looks really cool and that, in my opinion, it wouldn't take much extra work to make the map more fun. Please keep mapping and sharing maps if you like. And above all: have fun!
-
Thanks for sharing the map! Some thoughts about the map: -I actually like the look of the starting area. If you ever feel like touching it up you could add shadows to one side of all the rocks etc. but other than that it looks great! -Perhaps make the map not be a hot start? Right now it feels... unnecesarily rude. -In the movie the bugs all come from one direction. Perhaps that might be a nicer way to start so the player can focus on one area. Then once the fight is going for a bit you could add monsters spawning in from another direction and have the swarm really kick in? -The flying bugs start coming in a bit after the rest in the movie. Perhaps that would be a nice bonus here as well? -The other humans can die by friendly fire right now. I would just completely remove that from the map (write a script so they can't be hurt by the player or something like that). -The bugs seem to all be targeting the player instead of all of the humans. Perhaps do some scripting so certain bugs target specific NPCs? Have it all more spread out and stuff. -About the ramp that gives bugs a way to enter the compound: perhaps remove it and just have walls in the beginning. Then with some scripting after a while one of the walls breaks apart? Also a bit later perhaps have one monster get inside through the ground? Just like in the movie. Though using the fire-spitting bug for that would be overkill I think: they have way too much health as it is. -You write that the flashlight mod is optional. Well... in that case I would advice adding more light to some of the cave sections. Otherwise it's certainly not optional for one of the secrets. -Getting out of the water towards the end you are immediately attacked by bugs. Again: kinda unnecessarily rude. Perhaps let the player exit the water, catch their breath, and then attack? -The last arena in the grass seems impossibly hard to me. -Perhaps consider adding difficulty settings? Some more powerful superweapons on the lowest difficulties, extra armour and health etc., and remove a ton of bugs? Thanks again! I feel like this has a lot of potential that can be gotten to without a lot of extra work. But I do think that work is needed to make the map even playable, let alone enjoyable.
-
ReBoot Doom Adventure Game
Peccatum Mihzamiz replied to Captain Mobius's topic in WAD Releases & Development
Played through the map and unfortunately got stuck before the Snowman fight. Don't know what trigger I missed to make that not happen. Up until then I... well I had an interesting time :). I see the amazing effort that has been put into this, but the gameplay itself is lacking. Thank you for making this! -
RAVEN MIDI Pack II - Breathing Life Into "Deathkings"
Peccatum Mihzamiz replied to Jimmy's topic in Mods & Resources
Let's just say that this project's progress is being followed enthusiastically by an unnamed mapping collective that is planning a sequel to a certain Heretic project. <) -
Could you give me specific texture names and screenshots please? I'm not sure what you mean. The word 'decoration' doesn't help me, and 'the other pink textures' has me scratching my head. Know that I took quite a few OTEX textures and changed them to a rose color. I don't think there are a lot more 'pink' OTEX textures in the pack besides those.
-
Altars of Madness and Piña Colada are both map sets that feel like a 'small Sunlust' or a 'small Sunder' at times.
-
Truly an amazing map! For a first timer it's insanely well done. As close to perfect as anyone might expect! Gonna be keeping an eye on this mapper!
-
Thank you for your interest! PUSS has gone on hiatus starting the beginning of this year, in order to spend time finishing projects like this. Several people have been doing work on the set, primarily finishing up spriting which is a monumental task with over 1000 custom sprites being made. We can't give you an ETA and it might still take quite a while, but progress is being made as the set is being lovingly tinkered away at.
-
Since this is the first community project since the idgames release of PUSS: Lover's Quarrel, I would like to ask all participants the following. Please let me know if you have wants, wishes, suggestions etc. with regards to the resources. I might be able to even make a texture or two on request if you are missing it in the pack. Something that would be great to have but is not there yet. And having another set of eyes on these resources before I throw it on idgames is very welcome. Let me know if you spot any bugs. Happy mapping!
-
@NiGHTS108 on behalf of @myolden and the rest of the many many people over at Pineapple Under the Sea Studios and beyond that worked on the resource pack, we wish you and everyone involved lots of inspiration and romance for this project! Glad to see it being used this season. Fun suggestion for this project: one of the gimmicks in PUSS: Lover's Quarrel was that people had to ask others in public in the thread if they wanted to be their Valentine. Might be nice to do that here as well :)
-
Sounds great, looking forward to you doing some work on it and sharing your vision! I would be interested in mapping for this if this went anywhere besides nice ideas.
-
It is indeed a tough fight, for me as well. For me personally getting up close and taking out the archviles immediately works out best. The closer you get the less trouble the imps above are with regards to autoaim. I have also seen people taking out the arachnos first and with that pressure being gone, focus on the archies after that. The pillars actually do offer enough cover from the archviles at all times, at least when I playtested it and in the footage I've seen from all the other playtesters. Keeping the pillars, archies, arachnos and mancubi all in your head at the same time is complex business. Perhaps just focus on the arachnos from behind a pillar, and if the pillar lowers run to the other pillar? All the while slightly moving to evade the mancubi. There is also a way to cheese the fight: With Doom, after having seen many different people stream the same arenas with different approaches I have the following thought in general for fights: try something radically different and assume it's you, not the map. I've seen so many people play one way, and just die dozens of times instead of stopping for a bit, being quiet, and thinking over what thing they could be doing differently. Not saying this is you of course :) . Hope you find a way to beat this fight and have fun at the same time, thanks for playing, all the best! :) And I put difficulty settings in the map for a reason, so consider those as well perhaps. I personally love playing on other difficulties besides UV.
-
Pina Colada - Now on idgames!
Peccatum Mihzamiz replied to myolden's topic in WAD Releases & Development
welp *hands back Cacoward* If it's any consolation for the future: this project taught me a lot about how to prevent these. And from now on I'm just playing everything in software mode so I'll bump into it quicker. -
I was actually asked (told actually, but whatever) to change a map of mine to blink less frequently. In the end I was not able to that on that project but it stuck with me. I am currently working on my own map set and am seriously considering making a separate version later on that just removes a whole bunch of the lights, because I do go ham in that set. I already had one person not being able to playtest it because of sensitivity. It'll probably be a question of simply removing several linedef and sector light functions, to make it all quite a bit more restrained. I'll see what it smartest with that: probably will just include it in the zip file as an extra wad file.
-
Towers in the Void
- 1127 replies
-
10
-
I was workin g on a track, shared it with Cammy on a whim, and was asked to complete it for the MAP06 slot for the project. The track is getting there but there are still some things that need to be done. I am very much open to suggestions small and big. -I need to find a nice transition at the ending back to the beginning. I tried some stuff but none of it is fitting. -I have some issues with polyphony cutting out stuff, especially the brass chords and the ocarina melody. Fiddling with those some more. Please give me some feedback if possible. PeccatumM_Eternalsketch.zip
-
[insert witty remark here, that is appropriately supportive of others and faux self-depricating enough to get upvotes while being generally uplifting of the project and the other mappers and project leads] Fuck yeah! @Emperor S P O O N's map might be the first map ever gifted to me and I could not have wished for something better! Like many mappers, they took my wishes and spent uncounted hours slaving over the perfect realization. It's a megawad of unexpectedly high quality that by all rights should not be able to exist but does. A testament to good vibes and bonkers mapping skills!
-
[RC5] EVITERNITY II - RC5 Released!
Peccatum Mihzamiz replied to Dragonfly's topic in WAD Releases & Development
The only true test of a wad's popularity:- 917 replies
-
45
-
Nope, not joking at all. I really appreciate these new project leads taking over and doing hard work, but I don't like people changing my stuff without asking or even telling me. I know the deadline was March 2022, I do not need to be told that. I adjusted my map based on all the feedback I got and sent in an updated version, and would have sent in another update if I had gotten more feedback. I also did a lot of playtesting myself for other mappers. There have been months and months and no more feedback was given on my map, no requests were made by anybody, even though quite a few people played through the map. We actually had an instance before in this project of somebody taking my map, adjusting something in it, and then adding it to the compilation, and then breaking ALL of the 3D bridges in it. Then I had to go in myself and fix all of that again. I even got a lot of criticism for that broken stuff that I didn't do myself. All my bridges were fixed in the last update, so there was no fixing needed by Arsinikk. Except for visual stuff on one of the bridges perhaps? I don't know what they supposedly fixed, because the changelog doesn't specify. Also: cammy let me know not all bridges are actually fixed in this compilation but will be at a later point. And like I wrote in my message: we're not just talking about 'maps that aren't sorted out': there was at least one instance of changing a flat 'because it sucked'. Cammy knows I appreciate them, and I also really like the hard work by Arsinikk, and I don't think know Mark Bloom but I sure as hell appreciate that people are putting a lot of energy and time in this great project. But come on man, just ask or at least notify me. I would probably have said 'yes thank you' or 'let me know what needs to be changed and I'll do so immediately'. No need to tell me 'we should be thankful': I already was and in DMs with cammy have said stuff to that effect.