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Geoffrey

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  1. Hello! I wanted to share a project close to my heart with all of you. As a visual artist who spent alot of time with level design during my younger days, I teamed up with a friend to create an ambient concept album that has a unique connection to the DOOM universe. The album itself is a soundtrack for my visual art and comprises various tracks, one of them titled Romero. The inspiration for this track came from the list of design rules for doom levels, which I really wanted to reference on this album (along with having a small tribute to John). Rules and limitations can be important in art and I thought this list was a great nod to that. If ambient music and doom are your thing, maybe you can take a moment to listen to the track! Feedback and thoughts are always welcome. I hope you enjoy this tribute! https://open.spotify.com/track/03JSvceJ2o1k17LCkAdCPv?si=qDqEz6ORTPqi_JAIlVZyIw The album is produced by Studio Duingruis, based on my work.
  2. Glad you liked it! I love how in some Doom maps (especially in D64) you never know when a floor is going to drop from underneath you or trap doors are going to open up, so I spent alot of time trying to think of similar tricks and jokes. Thank you. My next map will have normal doors, I promise!
  3. Woww thank you for that, that one's new to me. I'll get right on it! EDIT: Updated the map!
  4. Thanks again for all the feedback! I wasn't expecting gameplay videos so I had alot of fun seeing you all running through the level. And the song in your video is appropriate Clippy, that's the track they used in the Duke3D Lameduke alpha isn't it? If I didn't know already I certainly do now: I was being way too strict with the route I wanted the player to take and I was using the switch doors to do so. I've modified this now! And the overall pacing AND the final part of the map (at least in ultra violence) are much better for it. I've attached the file to this post and updated the OP as well - I don't expect anyone to replay it but at least new players will get a smoother experience :) EDIT: Forgot to mention I also added *some* extra ammo and health here and there. I've made alot of maps in the past! I'm just new to Doom mapping. Thanks again for the feedback and the kind welcome!
  5. Thanks for the feedback and the videos! I can take a hint regarding the timed doors - I currently have 3, and for the official release I'll leave just one, removing one and turning the third one into more of a conventional trap. They are indeed a bit tedious!
  6. Hello everyone! I'm happy to release my first Doom 2 map, Hell To You. It's my first level after a 10 (15?) year break from building levels (though I used to work with Duke Nukem 3D). In the past few years I've actively been playing Doom, and inspired by wads like DTWID and NERVE and finally playing through Doom64 I set out to try and make my own originals-inspired Doom map. It's made using Doom Builder 2 in Doom 2 format and thoroughly tested with GZDoom and Crispy Doom. I'm not sure if there's anything else I should've tested since I'm still exploring the ins and outs of Doom maps, so for now I'll release it here as an open beta. It's a small Doom-styled techbase with looping pathways and all skill settings included. I hope you enjoy it! Screenshots: Download: HTY v3.rar
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