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Jinxie

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About Jinxie

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  1. As the resident Sunder enthusiast, I have to say I expected a silly April's Fool wad with truncated levels made by rearranging the maps in the original WAD and was instead met with a great cross of Sunder and Haste, keeping the spirit and key landmarks of the original wad while scaling down the size and making fights that are at times a fresh take that feels so right. I can wholeheartedly recommend this to everyone who's looking for short and sweet slaughter experiences, newcomers who are scared to tackle the beastly original WAD, or even just fans of the OG Sunder :D What a wonderful homage
  2. And you hope to achieve what exactly by going into the threads of people who worked hard just to insult their work like that simply because it doesn't conform to your view of what a Doom map should be? Do you hope to change the mapping tropes of a website's subset by always complaining about rev closets and TPing AVs in the threads of newly released projects? I dislike maps with a ton of secrets yet you don't see me running around to scream at every mapper who's more into the adventure mapping style that they should stop hiding so many items from the player. Thread derailing aside, congrats everyone for the release. The bit that I've played of this wad was rather wonderful, I'll gladly recommend it to people.
  3. WAD of the year dropping this early in the year? More likely than you think!
  4. IG did the visuals for Profane Promiseland so you'll find his visual flair throughout (minus his signature architecture) and the fights are heaps of fun. Seconding the Entropy recommendation with its collection of hard fights being reminiscent of later Sunder as well as Combat Shock 2. imo it's the closest thing you'll get to Sunder in terms of pure feel.
  5. Nakano is a single (hopefully) challenging slaughter map for the Doom 2 IWAD with cl21 compatibility & tested with dsda-doom featuring grindy fights and at times difficult platforming. Difficulties aren't implemented, this is so far a UV-only map. This is a beta release of my first map that is set to undergo further playtesting in particular when it comes to the final fight and will hopefully scratch a similar itch to works of IG and Killer5. The reason for a beta release is that I won't be able to post during end of new year celebrations and it was rather important to me to release something for the 30th anniversary of Doom. Further changes to the map may take place during January. You'll find the WAD here: https://www.dropbox.com/scl/fi/dv51xt4hgdhk2wah98boe/nakano_beta.rar?rlkey=4on5mp2r1hyxqn4sg2xi01qy1&dl=0 Screenshots:
  6. I've been itching to play this one ever since IG teased the visuals for it, so glad it's out!!! The map starts out great, the midi's top-notch, the visuals are impeccable and the combat is superb so far :D Will update after I've played through all of it
  7. Well, you had me at toilets Wait- update: played through all 6 levels. Absolute blast to play through start to finish, hilarious in some parts, crafty in others, never boring, always interesting. And the toilets come in all shapes, sizes and even uses?? 10/10
  8. That map 32 speaks to me on a personal level, I can't quite explain it :D Congrats on the release, it was a genuine joy to play and hosts easily one of the greatest curated soundtracks you'll find in a doom wad
  9. You were completely shafted during the mixing of AJFA
  10. Congrats on the release! Was a blast to playtest, hope everyone has fun with it :D
  11. Out of curiosity then: is "UV-maxing" something that implicitly requires the player to record demos? I know it's probably a weird silly semantics question, but I've been doing a UV-max of Sunlust (real actual UV-max, not the earlier thing I said which I'll replace with "100% kills" instead) and wanted to check if it's fine to say that without doing recorded saveless speedruns of maps
  12. Echoing your sentiment here, I say I "UV-max" stuff but really I'm only going for 100% kills every time (secret encounters included). I dislike secret hunting and as a general rule absolutely adore maps where there aren't any secrets for me to go through. I have never ever liked looking for secrets in any "boomer shooter", with the rare exception of ULTRAKILL for that matter, even though I can see why people enjoy it. This makes me curious as to why the UV-max category was born with 100% kills and 100% secrets. Any history on the origin of the rules?
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