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About EmoLevelDesigner
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Short and stylish map which creates excellent atmosphere of an industrial area. We fight through courtyard with boxes and tanks that have amazing details. Ground burnt with acid leaked from one of the tanks, another tank is broken and empty, zombies hide there as they're planning an ambush. Then we find high-tech machinery, crates that sink in poisonous acid - the place keeps being immersive throughout the experience. You can have a lot of fun thanks to monster infighting and berserk. Straightforward layout, accessible fights - this level would be just for you if you're looking for a way to relax, not scratching your head about how to defeat these dangerous foes or where to go next.
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@Eon ToadI was looking for a vanilla-compatible wad to play, and happened to stumble upon your MAP13: Uptown in this thread. Level is very impressive. Despite being simplistic like original Doom2 locations, it feels like an actual part of the town, not like a poor attempt to visually portray it. Fences and trees make you think you're in the yards and small parks near the buildings; end of the map is where we reach the a modern building with glass windows. Sacrificial altars and marble columns show influence of Hell. Secrets are placed so well you're intuitively stumble into them if you replay the map a few times. Battles can seem hard at first, but if you're observant and carefully plan your moves, you will make them a lot easier for yourself. If other maps are as impressive as this one it's a very promising megawad to look forward to.
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That music seems familiar. Might be a well-known song. Reminds me how back in the day there were some songs I heard for the first time as midis in Doom2 and Duke3d levels. Oh wait, after few hours of thinking I recognized it. It's "Rock me Amadeus"! Overall it feels like trip back to the 90s. Abstract, short, simple but challenging vanilla-compatible level with interesting ideas in visuals and gameplay. Cramped spaces and places where walls change textures instantly without use of any pillars/trims to smooth the transition make the place look somewhat strange. Crowd of imps in the end is brutal, new sky is picturesque, but it's level of cartoonishness looks a bit too high even together with cartoonish visuals of Doom. Took me a while to complete because of that imp crowd. Here are all my attempts to reach the end of the level: https://odysee.com/@EmoLevelDesigner:e/DOOM2-New-Wad-by-nicolas-monti-All-attempts:7 Tactical use of explosive barrels allows to clean rooms quickly. Medkits are scarce, demanding careful planning of getting through toxic waste without losing too much health. There's some false visual guiding with health sphere: it hints you're supposed to jump through the window to it, which isn't the case. Monster hidden in the pillar hints there's a secret in the starting room.
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Not sure how can it work in vanilla if it's boom level format. Both Steam re-release and DOS version crashed instantly at level load for me. Really like that the design is reminiscent of In Hell, I Rage, one of the best pwads I've ever played. Every place has its own mood, sense of purpose, everything is immersive and convincing. There are also elements of Sigil to give sense of continuity between Doom's old and new episodes. There are little issues that require correction. It becomes impossible to advance if you jump down on the way to BFG before the floor is raised and there's a softlock at 06:37 where it isn't possible to get out of the radioactive floor pit. Played with PrBoom Plus.
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D-30 (7+ Episodes for Doom 1) (RC1)
EmoLevelDesigner replied to Death Bear's topic in WAD Releases & Development
Played the first level by @MAN_WITH_GUN and have to say it's an awesome start for an episode. Excellent design and atmosphere which brings sense of discovery in exploration of new amazing location, and what better way to introduce hidden areas could be than by a collapsing floor? Such scenes worked great in Strife: Quest for the Sigil and Build version of Powerslave, and it works great here too. -
Canyon of blood. A Boom map for Freedoom2.
EmoLevelDesigner replied to neubejiita's topic in WAD Releases & Development
I hid the original video and replayed it. Best parts of the map are surely in its beginning that was originally skipped due to misplaced player start. My criticism about the final areas still stand. The level begins in impressive cityscape where buildings rise out of rivers of blood and strange structures float in the sky. There's clever use of "stairs" to give archtectural details to the buildings. We cross bridges, use infighting to outrun crowds of enemies. First switch on a red wall was a challenging puzzle because it seemed to remove the red blocker on the bridge, but actually it opened something else. When we get both keys and enter the final building, it starts to feel like someone's first map from the 90s. Many ideas and setpieces thrown together in a not very coherent way. We walk from setpiece to setpiece through corridors. Level of detail gets severely decreased, there are many empty rooms with flat wooden walls. At least the rooms aren't square. There are also weird things such as trees growing underground without light and soil, and trees growing out of blood. -
Canyon of blood. A Boom map for Freedoom2.
EmoLevelDesigner replied to neubejiita's topic in WAD Releases & Development
A level that feels like someone's first map from the 90s. Many ideas and setpieces thrown together in a not very coherent way. We walk from setpiece to setpiece through corridors. There are also weird things such as trees growing underground without light and soil, and trees growing out of blood. Placement of two archvilles in the outdoor area is very well done. There's some cover and enough health around. Stats in the end show the level has many optional areas that can easily be missed. -
The download link does exist, but it's hidden between screenshots. Here it is: https://www.doomworld.com/applications/core/interface/file/attachment.php?id=279632
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Finished Episode 4. I'm very impressed. Doom2 can do it too! Immersive city locations like in Duke Nukem 3D, fleshy organic locations like in Blood. The idea of showing a city in Hell allows to write off weirdness of Doom2 contens as Hell's twisting of reality. Great atmosphere where we enter what looks like an ordinary apartment, until we open the fridge and get reminded of what the place is. Level of details in interiors is extremely high. Very small sectors are used to show cut meat and vegetables on the plates, forks, knives and spoons, books on the tables, glasses with water, computers with keyboards and mouses.
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Megawad contains small levels ~5-10 min of playtime each where even though they sometimes tend to look the same, provide enough variety of environments and combat situations to keep you interested. Well-written story works very well, you keep fighting and wonder what would happen next. In episode 3, from caverns to underground buildings and lava falls, with each level you feel that Hell is getting closer and closer. Here's a video of it. Episode 4 is the most amazing so far. A town in Hell which is a twisted version of our own reality. Excellent use of Doom2 content for very realistic locations. I'll post a video of it soon.
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A very detailed map with excellent locations. UAC computers fused with Hell technology, caverns, bases with round walls, piece of a town with unbelievably convincing house interior. Texture of black square in white frame is used to form chair's legs. Combinations of many textures form new unique world despite not having any new art. Battles with many enemies that focus on giving you ability to outsmart them and make them fight each other. Even more interesting use of such ability are "stealth" segments where enemies are facing the walls and if you plan carefully, are quick and clever in your actions, your approach will be effective with low risk. Second level confused me for few minutes before I realized it's a 3d ending screen showing Doomguy resting in the basin after successfully completed mission.
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Veranda - A dreamy, liminal, brutalist map
EmoLevelDesigner replied to Mercury191872's topic in WAD Releases & Development
Interesting palette changes. are a fresh idea. These both are something worth playing with original game to give it a different look. Excellent premise where you break into the building through storage facility attached to it. Architecture is well done, with new textures and its own style. Later there's an unexpected journey into a twisted version of this place in some alternate reality. When we finish the storage, difficulty balance gets a serious problem. We start to get fights that require very precise actions and too many things can go wrong. Each fight is harder than previous one, with no room to catch your breath by going through easier encounters, like, for example, this is handled in classic shooter SiN on hardest difficulty. Other serious problem: in the last location if you fall into the water, there's no way to get back up. -
[Release] The Factory (New comer's 1st map!)
EmoLevelDesigner replied to mcerjack's topic in WAD Releases & Development
@mcerjack Steam re-release, not DosBox. To load the wad there, copy it to your Saved Games\id Software\DOOM 2\WADs (if you set Windows to back up your documents in OneDrive, it will be in OneDrive folder, otherwise in system_drive\users\your_name). Then launch the game and activate the WAD in the addons menu.