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Noyemi K

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  1. More like Bloom II: Gel on Earth
  2. I gave this wad a spin with the intention of playing one or two maps just to try it out. I wound up playing 3x that amount and forgot to make my dinner. The atmosphere is really something special, with all the ambient sounds and the well-crafted and detailed maps lending a lot of verisimilitude. It's a great mapset so far and I can't wait to get back in and finish it. Really loved the first map, the rooftop shootout, and the start of Map06 was pretty magical too
  3. some DECORATE test entity nerd that was working out in the library
  4. @Delisk Glad you liked the map! @Biodegradable Yep... I'm not sure why I didn't make a map for a year, but sometimes time just gets away from you. I think I made the mistake of trying to do techbase and got frustrated and dropped doom mapping for a bit to focus on work. Anyway, great play, it was interesting seeing you process the secrets and rinse the encounters without the early armour.
  5. Good points Pistoolkip, and like I said on the discord server, it was great watching your play. I'm still trying to figure out what my style of map and mod design actually is, so I'm gonna work on it and just practice as many ideas as I can
  6. Howdy guys, gals, and assorted pals, I realized I hadn't touched doom modding in a while and decided to jump back in after a year of just lurking between the piles of work I had to do. This time I've done another map! And a handful of other things to try out gameplay modding. As the thread title says, this WAD has a mix of things I just wanted to try out so that I can do more fun and interesting things in future projects. If I keep going at the same rate, I'll have a 32 map megawad in just 15 more years 😂 I was originally inspired to do this map after watching Clippy play EVIL.WAD, but I kept getting too distracted or bored trying to recreate that map in my style, so I wound up with something entirely different. All custom assets I created for this wad are of course free to use in your own. Hope you enjoy it, don't be afraid to report problems or bugs Features: ~70% of the map is optional The chaingun is replaced with an automatic Carbine, which fires 25% faster and has custom graphics All difficulties are implemented, UV is stressful but manageable, HMP is easyish, and below that is a pushover. Original soundtrack (IT + MIDIs) A friendly baron somewhere The Technical: No. of maps: 1 Build time: Roughly 20 person-hours Required IWAD: Doom 2 (Freedoom 2 will work but it might break the aesthetic in places) Map format: UDMF ports tested: GZDoom 4.5.0, I recommend this version or newer Crouching/jumping: disabled through MAPINFO Mouselook: Strongly recommended Recommended Graphics settings: Whichever renderer you want, I prefer the truecolour software renderer The Goods: Download Here CREDITS: Ola Björling (ukiro) - OTEX textures Bazylonator - The XM177 model that I used to render the Carbine's graphics Clippy Clippington - I watch his channel a lot, so hopefully the level of Secritude is almost acceptable 😏 Screenshots:
  7. Great map, pretty challenging too. I was pretty glad that I saved my cells for the last encounter, because nothing puts a caco-cloud down more efficiently than a stream of plasma. For the whole first part of the map it really did feel like a scramble to make it up as efficiently as possible, then putting down the cyberdemon and grabbing some secrets rewards you with a much more forgiving latter half. The unique stage design is complemented by some genuinely nice-looking bits and a cool skybox Also amused at the library pizza from your map Pizzeria of Peril I give this map a rating of "morning joe", because I sure am awake now!
  8. I love freedoom! I played a much older version back in the day (almost 10 years ago) and recently tried 0.12.1 and there's a lot that's just completely different from back then. I also like some of the map textures and sounds more than the original doom IWADs.
  9. I'm glad you folks enjoyed the map! I'm still feeling out design and trying to find out where I stand on the continuum between "full classic" and "full contemporary" but it's too early to say, so I'll follow the feedback and keep mapping in the meantime.
  10. I knew about the cyberdemon telefrag in E4 and never claimed to have invented the concept of blowing him up for a secret 😉. It's also in the Ancient Aliens megawad, where I'm pretty sure I'm the only human on the planet that played the first map, missed the secret entirely, and then punched him to death.
  11. Hey all, I saw a video of clippy playing a random old wad (SSTLEVL1.WAD) and decided to do a take on it as part of learning more about how to make doom maps. This is my second map, and it's a bit larger than my first. I will say I was getting pretty tired of looking at it by the time I finished with it today, but I still welcome feedback since I'm doing my best with encounter design and I want to carry any lessons learned over to more serious projects. It doesn't use any portals or non-vanilla assets aside from the music I made for it, but it does use coloured sector lighting to slightly spice up the overwhelming brownness of vanilla. Technical: No. of Maps: 1 Required IWAD: Doom 2 or Freedoom Phase 2 Map Format: UDMF Ports Tested: GZDoom 4.5.0 (only works in GZDoom as far as I know) Crouching/Jumping: Not disabled, but they are not recommended (and might actually break progression in a certain spot, use at your own risk) Mouselook: Strongly Recommended Recommended Graphics settings: Truecolor software renderer + dynamic lights. But they should work fine in any renderer! Difficulty: Designed only for UV, but has some slight differences for sub-UV Secret feature, do NOT click if you want to avoid being spoiled: The Goods: SSTLVL1B.WAD Credits: Me (music and mapping) My boyfriend (iterative playtesting) Screenshots:
  12. I had a good time with this map! There's a decent variety of encounter scenarios with a good mix of early~midgame enemies, a couple of interesting arenas, and overall a quick but not frantic pace. The supply situation is pretty balanced—I felt I couldn't afford too many misses with the shotgun, but in the last couple of encounters you're a bit more generous with the supplies.
  13. Map02 is starting to come together, and it makes heavier use of custom textures. I intend for this one to actually be quite a bit larger, with some short but intense engagements sprinkled throughout. I might take a little break from this wad to do a few standalone maps to get some more practice in before finishing this map though.
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