-
Posts
23 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by FreazyWarr
-
The goth girl that I'm desperately trying to bum a fag from outside the gay bar.
-
The Queen is Dead. Long Live the King.
FreazyWarr replied to leejacksonaudio's topic in Everything Else
No gods, no masters- 96 replies
-
17
-
A wax statue of the Emporer at a knock-off Madame Tussauds.
-
£3 meal deal from Tesco. White Monster Energy drink, Vegan All Day English Breakfast sandwich, and Prawn Cocktail crisps. Simply as.
-
I dreamed I worked in a book store and had my own place to live. For a few moments, I was happy.
-
POV: you stared at the sun
-
I enjoyed Trinity (I played the version for Doom 2) for being one of the earliest wads to use custom textures made of photo imagery, as well as being one of the first wads based on a real place. It was made by some Cambridge Uni students so in some ways it's just a 'MyHouse.wad' but it is still worth checking out. https://www.doomworld.com/idgames/themes/university/trinity2
-
It might be worth having a look at this.
-
It warms me to see people enjoy my map. It's given me the motivation to make more levels. I really enjoyed watching your demo! You play very cautiously, so I was worried that some of the scripts might not have worked. I'm pleased to see they did. When you edged the door of the Hell Knight room, a part of me hoped they would follow you out. It would have made the Archvile spawn much harder. I might add a door to the final boss fight that blocks the player into the arena after they enter. Those two clogged Cyberdemons looked like a slog to fight. Thank you very much! I'm not the best Doom player so I tend to put health based on my lack of skill. Maybe I should follow a 'remove 10% of health pickups' rule when mapping. I really appreciate the video. I loved watching the thought process in your movements when you solved the secret two-switches puzzle. I genuinely laughed watching you pick off the three Cyberdemons and the Spiderdemon. Thank you so much! I think a good 40% of my time was spent choosing and aligning textures, so I'm glad it was worth it. Ah! Yes, you're right. The worst part is I spotted this before publishing the map but forgot to fix it. I've uploaded a fixed version now. Thank you very much!
-
Hello everyone, Freazy Boom is a project I've been slowly working on since December 2021. I completed this first map for this wad back in January, and I have made significant development on the second and third. I'm hoping to develop nine maps in total, but I am discouraged by how long it is taking. As such, I'm releasing the first map in the hopes that it might encourage me to continue working on it. This wad requires Doom 2 and PrBoom+ at complevel 9. I'm sure it will also work on other source ports that support voodoo dolls and conveyer belts. Don't use freelook, crouching, or jumping. I recommend playing in a 4:3 aspect ratio such as 1280x960. I do not recommend loading this alongside other mods. I use the MAP01 music so feel free to turn the music off in the options and listen to something else. It takes about 10 minutes to complete. Download: FRZYBOOM.zip Name: Freazy Boom Map Format: Boom (-complevel 9) Ports Tested: PrBoom+ IWAD: Doom 2 Maps: MAP01 Gameplay: Singleplayer Difficulty Settings: ITYTD, HNTR, HMP, UV, and Nightmare FRZYBOOM.txt Known Bugs Screenshots
- 7 replies
-
15
-
Hello everyone, This project is something I have been sporadically working on for the last few months. It recreates the first two levels of 'Knee-Deep in the Dead' with various GZDoom mechanics in mind. It started as a way for me to study the first episode but quickly became something that allowed me to practice using the more advanced features in GZDoom. This wad requires Doom 2 and GZDoom. Doom 2 is necessary for its monsters. Because this project is an incomplete learning exercise, I haven't added any difficulties easier than Ultra-Violence. Though I did study the original Doom map, nothing was copied over. Everything in this wad was made from scratch. It has new secrets, monsters and weapons from Doom 2, but is still recognizable as being based on E1M1 and E1M2. Download: GZFREAZY.zip Name: Freazy's Ultimate Doom Recreation for GZDoom v0.1 Map Format: UDMF Ports Tested: GZDoom IWAD: Doom 2 Maps: E1M1, E1M2 Gameplay: Singleplayer Difficulty Settings: No Monsters, Ultra-Violence, Nightmare Requirements: Jumping, crouching, and freelook. You can find more information about this wad on my website: https://www.freazywarr.com/wads/GZFREAZY.html Things I Learnt Making This Screenshots More Screenshots
- 1 reply
-
2
-
These voxelized Doom sprites are incredible
FreazyWarr replied to lazygecko's topic in WAD Discussion
I've seen a few attempts at making 3D models for Doom and they always look slightly off because their definition tends to be too good compared to their environment. Voxels seem like the perfect solution to this. It's incredible how these models are almost indistinguishable from the 2D sprites when viewed at 90-degree angles. -
The Library - UDMF Atmospheric Map
FreazyWarr replied to SiMpLeToNiUm's topic in WAD Releases & Development
I love this so much. There's a certain quaintness to the architecture possible in GZDoom, which lends itself well in your map. I think the small size of the map makes it enjoyable as this is very much an example of quality over quantity. If you go on from here, I would love to see what else you create. As someone who struggles to make interesting combat scenarios, but loves making architecture, seeing maps like this is inspirational. Would you ever be interested in creating a narrative based walking sim? I think there's a lot of potential for that genre in this engine, but creating a story can often be just as difficult as mapping. I'm excited to see what else you make. -
So long as the player ends up having fun then surely that makes it good? Even if the gameplay isn't the most innovative, the head-on satire has the potential to make it really enjoyable. I recently played TRINITY.wad and SJC.wad, and whilst the gameplay wasn't amazing in either of them being able to explore Trinity College and St John's College, seeing all of the details put in by the map maker, was. I'm fairly new to this community but I've noticed so much focus on just core gameplay and design that wads like TRINITY, SJC, and Thatcher's Techbase feel almost avant-garde.
-
The political nature of the wad lends itself to both a wider audience and news outlets. I can see why it has gotten traction compared to most of the wads you see here. I hope this doesn't come off as me disparaging the mod, because I am excited to play it, but the most technically and visually impressive mods probably struggle to reach beyond this community because those who do not play a wide range of wads don't necessarily appreciate the difficulty of making them. It is the theme of Thatcher's Techbase that allows more people to be interested. Honk if Thatcher's dead.
-
Simple map for the first Doom (simplemap.wad)
FreazyWarr replied to xdude_gamer's topic in WAD Releases & Development
If all else fails, you could always directly tell the player when they touch the door. -
IMPROV.WAD - My First Doom 2 Map
FreazyWarr replied to Matakrow's topic in WAD Releases & Development
For a first map, this is frankly incredible. You really went beyond what most people publish for their first map. The flying intro felt nicely done and established a lighthearted tone which I think went well with the music and map theme. 'Sure, we're fighting demons from hell, but let's enjoy the adventure!' The way the map changes, once you've gone around it once, was really nicely done. However, when travelling around the map the first time I kept mistaking these 'trap walls' for potential secrets on the automap. Maybe these linedefs could be marked as one-sided? I had a lot of fun playing this wad and am excited to see what you might make in the future. -
Bloody Bricks - Singleplayer Doom2 map
FreazyWarr replied to Aeroly Merton's topic in WAD Releases & Development
I had a go at this on Slaughter difficulty and moved down to Normal after being overwhelmed in the first large room. That Cyberdemon and Archvile combo are a tough match and I'd love to see someone actually completing this level on that difficulty. Moving down to Normal I found I could cheese the Blue Skull by gently shooting the Baron so he would step away from it, thus skipping the first room remembering to grab the Super Shotgun. When I got to the second room I wasn't sure what to do so I killed everything there was. It wasn't until I opened the automap that I realised there was a tunnel on the far side behind a walkable wall. Maybe this could be taught to the player at the start of the map? I like the use of that moving trapped souls texture being something I could walk through, though I anticipated a third large room on the other side of the tunnel. Overall I really liked the aesthetic, I personally struggle using Hellish textures so seeing how well everything fit together here was pleasing to the eye. I think I most enjoyed the item placement of the health and ammo in the second room. Having to weave around projectiles whilst constantly attempting to get more shotgun ammo felt really fun. -
That's exactly what I thought was causing it! I hope you don't mind but I've actually started dissecting your map to see how everything works and also to try and fix that bug. It's an interesting map and there are quite a few things about it I think I can learn from.
-
I think I may have encountered a bug in the map. After reading the journal entry inside the room with all of the Baron's I was stuck, unable to exit and return to the game. I assume 'E' is the correct key to get out of it, as that was the key I used on the journal in the first area. The specific journal begins with... 'In order for a Baron to be able to be converted...'. I think I know what's caused the bug, so I'm going to restart the map and see if I can replicate the issue elsewhere. From what I've seen so far it's a really cool map and I'm excited to play the rest of it.