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About ScrappyMcDoogerton
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Doomin' since '94
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[RC5] EVITERNITY II - RC5 Released!
ScrappyMcDoogerton replied to Dragonfly's topic in WAD Releases & Development
I had a great time playing through this wad, thank you to everyone involved in making it! I have a couple of very minor errors to report: Map 2 - linedef 26 should have lower unpegged unchecked. Map 3 - linedefs 7042, 7004, 7195, 3807, 3766, 4008 have the wrong texture. Map 25 - linedefs 542 and 544 I believe should also have lower unpegged unchecked. -
dsda-doom v0.27.5 [2023-12-03]
ScrappyMcDoogerton replied to dsda-dev's topic in Speed Demo Submissions
Hello, just want to pop in and say that I prefer using OPL and would really appreciate it if this SP continued to support it. Also I would like to take this opportunity to give a big thank you to everyone involved in the development of DSDA, you guys are legends! -
[WIP] PRBoom+ Compatible map01
ScrappyMcDoogerton replied to watto3699's topic in WAD Releases & Development
Pretty fun map. It's a little on the cramped side, but the action stays fast and ramps up well. I like having plenty of cells at the end to let loose with. -
A New 100 Line Mapset (Demo)
ScrappyMcDoogerton replied to Raith138's topic in WAD Releases & Development
Probably shouldn't use negative language, like 'worst' maps, to advertise your wad. The players will decide for themselves how good or bad the maps are. Anyways these maps are fun. -
Raddicted maps are a must play as far as I'm concerned, and this one is no exception. Very fun and challenging.
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Really fun and creative wad here. Some cute jokes and great utilization of scripting to make the gameplay more than just "kill all monsters, exit level." You might want to suggest playing without mods enabled, as I found playing with my mods broke the scripting and made the "helping" path impossible to progress after collecting the red skull.
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Backup Backbone - Map 13 of Oripathy II
ScrappyMcDoogerton replied to Origamyde's topic in WAD Releases & Development
Some great combat in this map, but the progression was kind of bewildering. Too many switches labeled with an exit sign that don't actually open the exit. In the included screenshot, you can see what I believe is the third switch labeled with an exit sign, that doesn't open the exit. In fact I don't know what it did. And at this point there is a huge maze of a map opened up, and I had to just quit the map because I couldn't find whatever was opened by that switch. https://imgur.com/OLMHOJ5 -
[Single map] Warehouse Grotto
ScrappyMcDoogerton replied to Lone2401's topic in WAD Releases & Development
Very challenging map. The second secret backpack was a bit disappointing, I would've rather it be a supercharge, but that's a small gripe in an otherwise great map. -
Colder Shoulder (A Doom II Limit-Removing Map)
ScrappyMcDoogerton replied to elio_2.exe's topic in WAD Releases & Development
I found this map to be way too punishing. Surrounded by a lot of mid-tier enemies and shotgunners with only a shotgun and no armor or health pickups to keep the player alive as they move around. This map would greatly benefit from giving the player a better arsenal and liberally placing medkits around to survive the constant onslaught. -
My First Ever Doom Map - BloodHalls.wad
ScrappyMcDoogerton replied to Chao-G's topic in WAD Releases & Development
Not a bad first attempt, I would like it more if there were secrets to find, but I think you just missed tagging the berserk room as a secret? -
World of Confusion (Demo)
ScrappyMcDoogerton replied to Chocolate_Doomer's topic in WAD Releases & Development
Just a few notes: What works: Keeping the maps short and tight rather than huge sprawling epics is a good idea when learning the ropes of mapping. Clearly labeled doors and switches and easy to find keys keep the gameplay from being frustrating. All map functions(doors teleporters etc.) work as intended. What doesn't work: Placing advanced weapons and powerups at the very start of the map(even secret ones) trivializes the difficulty. The maps don't need to be balls-hard, but most players want to feel at least a little bit of danger. In the second map, the player can simply wake up the monsters in the second room from the upper ledge, and wait for them to mostly kill each other off, making this section much easier than(probably) intended. I would suggest having the monsters teleport in after the player drops off the ledge, or have a closet open to reveal them. Hope this helps! -
Caesium Rift - a Boom-format first level
ScrappyMcDoogerton replied to Sikreci's topic in WAD Releases & Development
Really nice map here. Hits all the right notes for me, with engaging combat and fun visuals/architecture. My suggestion, if you want the yellow key to be more visible, you can put it on a small rock for the player to climb onto in the middle of that blood pool, and make the outer lines of the rock be monster blocking so that no enemies die on it. -
Flame Haze [Doom 2 format]
ScrappyMcDoogerton replied to JJBoren's topic in WAD Releases & Development
This was a great map to blast through, with a real banger of a midi. Sector 125 has a damage flag, probably a mistake, but no other problems in Crispy Doom. -
Searching for Doom1 Shareware v0.99 .wad file...
ScrappyMcDoogerton replied to Sammy J's topic in Doom General
The file works in DSDA and Crispy, but Chocolate gives an STBAR error. Just be sure to set it as the iwad and not a pwad. -
I have played through map 11 now, and this is where I stop. I have to say I find it EXTREMELY off-putting for a wad to be constantly insulting me. Why is this wad calling me a scrub after I just beat the first 11 maps? Why am I being insulted for using cheats to figure out how the progression of map 11 works before I beat it proper? Advertising your wad as "HR but even more tedious and also you will be constantly bullied while playing it" isn't a great way to attract players. The whole point of making a successor to HR should be to build upon the good aspects of those wads, and ditching the things people don't like. You can make a successor to HR that doesn't have tedious or irritating gameplay and still have it feel authentic. There are a lot of talented mappers involved in making this wad, I just think the design philosophy needs a rework.