alexsa2015sa
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Download RC 1: albldcrk.zip All Bloody Crackle is a set of seven Boom (cl 9) maps. The mapset was compiled from my loose standalone maps and two maps for a community project that sort of died, with some reshuffling the mapset even has a theme. For however little it matters The entire mapset can be completed in under 2 hours, plus all time lost to random deaths. Fair warning: MAP06 is large and sprawling, takes up about half the playtime, and has multiple dangerous fights including its finale, so be prepared for that if you are single-segmenting. As a palate cleanser MAP07 is a single arena fight. Difficulty settings are implemented; target difficulty level is somewhere in the vicinity of "hard"... which is very vague because I once again realised I don't actually play other people's works often enough to tell how "hard" is too much. UV was tested the most, so if something odd happens in HNTR-HMP please do tell. All maps have deathmatch starts assigned. MAP06 has especially terrible layout because of its size, and MAP03 practically all corridors; the rest are dubiously balanced. Still, if you ever try that feel free to comment on it. Some screenshots: Following are brief map descriptions, so read onwards at your own peril.
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Download link RC1: zalhtk01.zip Idgames link: - I did promise to post this map at some point. It is actually two years old and counting, by now... yes I have a problem posting things far beyond the point I complete them. This map was designed around abusing one of Heretic bestiary's unique gimmick shamelessly and feels surprisingly cramped, all things considered. I also went overboard with weapon denial for Hard difficulty, so consider yourself warned: wand and a whole lot of timebombs are your primary weapons for the first segment of the map, before you find any weapon at all. The Phoenix Rod section is also an obnoxious fight, for reasons that will be apparent the moment you enter the room, and gets only worse if you route straight for it. You actually only need a single key to exit the map. I absolutely do not take resposibility for broken keyboards if you try to route that speedrun on Black Plague: the monster count tells you every single issue with that approach of ignoring the key sidequests for weapons. Feel free to complain at me; the differences are extremely sharp between difficulty levels and I will probably do something about it at one point. Also, screenshots.
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Download link: zaludtre.zip Idgames link: -, will be put up Been busy with anything but Doom, so a single map was released. It is somewhat decently sized with 8-15 minutes playthrough, so feel free to die to its increasingly hectic fights in somewhat restricted spaces. Secrets are not necessary, but can save you a whole lot of sweat. Have fun and tell me if that particularly obnoxious UV archvile is one archvile too many; I think in my last test series of testing I died to it and it alone in various configurations like ten times in a row because it dominates the entire room with safe zone having line of fire to practically every single other hellspawn involved, with precarious footing besides, and that seems like no fun for casual play at all. Everything else including the other archviles is fair by comparison, unless you count "ran out of non-secret ammo in the very end" a problem for a single map wad. Map is playable in Doom2.exe. There is an itty bitty bit of medusa going on with a first room switch, and a lot of drawseg overflows upstairs, especially at the west/east map edges, but it is just fine otherwise. (I had to simplify one of the rooms to get rid of visplane overflows and even then I had to wall off ledges you could archvile jump to, but... at least I *tried*, okay?) Also screenshots, I guess.
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Post your Heretic/Hexen textures and decorations!
alexsa2015sa replied to Not Jabba's topic in Mods & Resources
"I did promise to pool my few Hexen-palette textures in a single archive at some point. I don't really do much texturing anyways so it shouldn't take longer than half an hour," - said I, on the day I actually bothered to do this. ...over 24 hours and a good sleep later: that's a hell of a lot more textures than I remember drawing for "just Hexen". Yeah, this happens when the answer to the "Hexen maps released/total?" is a baffling *20/58*. Even cosidering that over half of 633 textures/flats listed by UDB are indeed just minor variations, patch combinations or endless recolours looking badly anyways, there is still about a hundred of different textures and flats. Almost everything in the archive is PNG in Hexen-palette, unless I missed something. There is just too much different stuff in there so I'll just go over the list in a small wall of text: nothing ever goes wrong with a wall of text (and some png attachments)! Hopefully I didn't forget to mention anything important or something... alexsa2015sa_texture_29102023.zip Basically, take this heap of barely-sorted textures off my hands and use it as suits your needs, since I clearly can't be trusted to actually release anything on a sensible timeframe. I *still* haven't used a number of textures in that for anything (and not just because two sets were created this week, not at all, being actually really totally honest here guys)- 400 replies
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Mostly minor updates like texture alignment, but since I'm posting anyways why not. 30sec_alexsa2015sa_map18_v3.zip 30sec_alexsa2015sa_map13_v4.zip @RED77 Meagre meal - map07 - The yellow key is possible to miss and results in a softlock. Shrink the gaps between the pillars and the key so it cannot happen, or maybe place a spare one up there with the revenant balcony opposite. - Also, there doesn't seem to be anything related to map07 specials. Oh well, it isn't like it matters. - The ponds outside are not merged in the currently posted version, just in case you forgot they exist while getting rid of tunnel merges. This saves you 2 more sectors to do stuff with. - One of the secrets (the first/last, depending) is an unmarked wall... not that automap doesn't reveal something is fishy, but still worth noting. Overall, pretty nice with decent difficulty, except a little harsh - two major mistakes like a revenant rocket and you basically can't recover with non-secret items provided. More importantly, the situation isn't at all better at lower difficulties, there's just a few less fodder while *all* revenants - and they are the main enemy present - are kept intact, and I hope you know how much a single mistake with revenants can hurt which is probably more likely if person chooses lower difficulty. You could replace a few of bonus items with stimpacks and medikits for lower difficulties, so that two 80-rockets won't make you near-dead. @AnArchaicApparatus - map12 It is an okay level overall, except for too much ammo. The many, many backpacks placed in the open feel cheap since they make any hypotetical continuous play secret backpacks irrelevant. Is it possible you replace them with normal ammo pickups instead? I never used anything but SSG until the very end and had everything else topped up, so replacing backpacks with shells shouldn't hurt ammo situation any. - Sector 4 will always softlock if *anything* is in the way inside tunnels while you raise it in final room, by, say, not cleaning a random monster that happens to get stuck between floor and ceiling. If you skipped the nook to the right, this will *always* happen because a demon is stuck on border of sectors, and worse, you can't fix it because you have no way back anymore. Thankfully, the fix is simple: make that raise floor boom switch a crusher. Problem solved with a squish... though this also makes the nook population irrelevant, but you also have plenty of sectors to use as different tag. - Related issue: coop players can also be softlocked from the same area if they are inside tunnels. Make at least one SR lower switch in every sector 5 area, the way that final slime wall is, or add more teleport sectors. Probably add a teleport sector that opens *only* after player raises the slime pool, you have more than enough sectors to spare.
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https://mega.nz/file/JnhGUSSQ#QCUTaiJmbOKuJB449BexV3fCzqfmshqxB7BnhgiB1Es - Download link v 1.10 (update 19/10/2023) --- - no idgames link yet Korax Must Die Again is an Zdoom-based episode for Hexen: Beyond Heretic with minimum of story involved. You are expected to fight your way through endless hordes commanded by Korax to kill the Serpent Rider, once again. Exact details why and how still elude you. Path to your goal lies beyond seven Sealed Portals (not to be confused with the *other* sealed Seven Portals). You must explore the locales connected by the portal hub and retrieve whatever weapons and artifacts are required to complete your battle against Korax. Time is of the essence and you might want to eschew thorough search, but who knows what awaits you in the end?.. Difficulty is about Deathknights level throught. Puzzles are a required part of the progression, even if most are simple switch/item hunts, there are a few more involved ones. The final level is extremely populated with very, very large amount of enemies, and expects you to bring more resources from previous levels. I hope you enjoy playing through KMDA, and if not, tell me what you disliked in particular (it seems I have been particularly deaf the last time around) https://mega.nz/file/JnhGUSSQ#QCUTaiJmbOKuJB449BexV3fCzqfmshqxB7BnhgiB1Es - Download link v 1.10 (update 19/10/2023) edit: Screenshots:
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Updated, thanks to @Doomy__Doom for latest batch of feedback 30sec_alexsa2015sa_map18_v2.zip 30sec_alexsa2015sa_map13_v3.zip Also @Raith138 can I move my Map09 slot to Map13 slot; trying to fix UV to lower difficulty just made a mess. Also walls of text. Who does not love walls of text? Re: feedback: I've promised to say things about other levels, I am saying things. Surprisingly, even some positive things. Map08 Box @scientifikgenius Map20 Abyss @DankMetal Map28 Crimson Monument @HiRon Map31 Hot Potato Tossing Contest 30sec_alexsa2015sa_map18_v2.zip
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30sec_alexsa2015sa_map09_v2.zip An update to map09. I tried to make it easier, but I backtracked on that pretty quick after I managed to make the SSG section harder instead :P Changes: - added more stimpacks all over the place - added more ammo, but *not* much; probably need a new victim blind tester for authentic experience of "enough ammo" - got fed up with CRACKLE alignment (it doesn't work) and added texture inserts everywhere - added two more secrets and sectors, for total 30 Sectors and 5 secrets. If it poorly suits MAP09 slot, maybe I should just claim a higher slot instead? Making maps easy enough is apparently hard and early slots are full anyways, while the upper two thirds of the set seem empty for now. Question: are the HMP/HNTR for the map alright? Are they too easy? Still too hard? Can't change when I don't know what ot change Also, can I claim MAP18 slot? 30sec_alexsa2015sa_map18_v1.zip ...because why would I stop at making one deathtrap anyways? Though apparently I suck at judging maps as easy so feel free to die to it. A lot. MAP18: Redflower Computing - 78/93/123 monsters - 29 sectors and 3 secrets for now, but by offhand calcs I can add 2-3 more secrets to that - MIDI: D_OPENIN. Which suits this map just fine, unless someone can suggest an even better community-common track that I don't know about (which is practically all of them) I will add my notes on other peoples' levels a bit later; there is only so many hours in a day I find.
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[Hexen] C.R.U.E.L. - Beta available
alexsa2015sa replied to ETTiNGRiNDER's topic in WAD Releases & Development
@ETTiNGRiNDER Had to deal with stuff all week long so apologise this got delayed for over a week. On top of clarifying answers to your questions, I bring two more things: first a cleric first-non-hub-level testing for completeness' sake (it revealed Lake Lachrymosa as an oddly item-rich level) and second, a lighting inspection (no one expects lighting inspection!). And uhh, sorry for a number of disorganised notes split between at least three walls of text. On the bright side, at least this one provides somewhat detailed lighting to-do list :P Answers: Cleric MAP03-08 first-level playtesting Lighting inspection Anyways, hope you find this actually helpful and not just a messy wall of text that utterly fails to be concise. -
I see... well, no, no I actually do not. This comes across as "this looks bad and I dunno how I want it to be good so go fix it". "Consistent theme" is strictly subjective and nobody pays me to guess what you want to see. When you have issues with a level, if you expect people to actually fix anything, provide something actionable, not a vague platitude.
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[Hexen] C.R.U.E.L. - Beta available
alexsa2015sa replied to ETTiNGRiNDER's topic in WAD Releases & Development
Turned out I was sitting on this for a month... really should get on with it I guess? There are four parts to this wall of text: answering your helpfully provided questions, general impressions, and two point-by-point playthrough notes written down for Mage and Fighter. I forgot to post this after I wrote down the Mage and Fighters playthrough notes in a file. I also don't remember half the things I wrote down and I think I was factually wrong about something I no longer recall, so don't hesitate to ask me for clarifications on stuff that makes no sense. I likely will come back to it to do a better quality Cleric testing, but I think better a bad test today than no test until tomorrow. Tested with Zdoom 2.8.1 skill 5 ***Answering questions ***General impression ***Mage playthrough ***Fighter playthrough -
Does anyone else feel like most people haven't noticed this CP actually existing yet, or is it simply everyone is just too swamped with all the community projects around? Anyways... Can I claim map09? And three* questions: - Do people need to claim specific map slots or is it going to be reshuffled anyways? - is it "Boom, vanilla limits" or "Boom, limit removing"? I assumed the latter and ended up doing the former somehow, without any Boom actions besides - Can people claim two submissions? - /sarcasm: Do I really need 30 sectors? Must I struggle to invent two whole new sectors if I can't pad the map enough? Finally, a map09 submission to get this party started: The Lava Skull - cp_30sec_alexsa2015sa_map09.zip It turned out surprisingly fun to see how many redundant sectors can be stapled together, and the effects they produce can be an (un)expected source of fun besides; I feel my map09 submission is sort of boring in that regar. I might add another submission later, but I really look forward to seeing other nice maps for this challenge.
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Download link RC2 - https://mega.nz/file/EqwjCJQS#3nWpZgITRLtmm2o9zT-SOayVfktQlWzOMHjlePtfQy4 I will have to admit, the positive responses are kind of embarrassing, given how little of my wads actually reach release; I really should figure out a better way to disposing of cadavers than stitching them together in Map02 monstrosities which are *still* mostly composed of new linedefs. Anyhow, the RC2 looks about as polished as RC1 did, but is still more shiny somehow... it is all Lightamp, isn't it. Changes for RC2: Answers spoilered for length
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IDGAMES LINK: https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/bsal2023 Base Alms 2023 is a set of five limit-removing maps. tested for cl2 and cl21; other complevels were not tested extensively designed for pistol start, but feel free to do continuous is all vanilla textures and assets. Meh, I love SKINMET, SUPPORT3 and BIGDOOR7 anyways Total playtime is 90-165 minutes, plus all the time lost navigating the sprawling maze of Map02 while you must press any key to continue. An Map01-Map04 any% continuous UV run with saves took slightly under 72 minutes during testing, with a lot of cheesing and repeatable facerockets self-tested to the point of numb ignorance so feel free to point out strange issues Demo1, Demo2 and Demo3 should all work (I broke Demo1 twice including a much cooler one with an archvile throwing me off a stairway but I think this one is up to date). Also, spoilers for MAP05 and MAP03 (disclaimers: don't do the amount of facerockets my DEMO3 showcases Some random notes on maps, read spoiler at your own risk if you hate bad surprises Some screenshots Enjoy playing this wad (or not) and feel free to leave your comments (especially on bugs and other issues).