-
Posts
219 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by The Royal We
-
The Mauve Zone [Now on IDGAMES]
The Royal We replied to The Royal We's topic in WAD Releases & Development
The Mauve Zone 1.2 is now in the id games/doomworld archive! I would like to thank @RoastDoom, @sandwedge, @Biodegradable and @Doomkid for your video feedback. Although my idea was to be inspired by the lack of medpacks and ammo as in E4M1, I tried to be slightly more generous in this new version. Also, in order to help with the lack of resources, I made the secrets considerably more visible, since they are the soul of this map. By the way: FOLLOW THE TRAIL OF THE LOST SOULS (and don’t forget whatever you find there, Mr. @sandwedge). Finally, I fixed the problem with teleports that occurred on the two highest difficulty levels. Thank you all again, and as always, criticism and suggestions are always welcome! -
Oh hai pinky. Oh man, I just can't figure demons out. Sometimes they're just too smart. Sometimes they're flat-out stupid. Other times they're just evil. — You think demons like to cheat like doomguys do? — What makes you say that? — Demons are very strange these days. I used to know a cyberdemon; he had a dozen of barons of hell. One day he found out about they cheating on him... ripped and teared them up so bad the barons ended up at a hospital on Babel Street. — Ha ha ha. What a story, Arch.
-
This topic is something I didn't know I needed to see. And, jesus, how I needed to.
-
Playing Duke3D lately I realized that there are several objects that I would like to use in maps for Doom, but I didn't find tutorials to help me how import those objects, and the only package I found was with a broken link. Does anyone have this package or could help me in some other way? Thanks!
-
The Mauve Zone [Now on IDGAMES]
The Royal We replied to The Royal We's topic in WAD Releases & Development
Thank you so much for playing and recording, @RoastDoom! I have some commentaries about things that you said and missed: 1) The short amount of ammo was intencional — actually, I added a considerable bunch of ammo since the first version was released —, which kind of encourages the player to look for secrets. At least that was my intention. 2) Even though you didn’t find any of the secrets, you managed to deal with the map very well. You made a lot of interesting strategies, and that was great, especially considering the short amount of resources you had. Also you nailed the final fight. 3) The teleporters in the back of the building should be working. I probably messed up something while correcting a thing or two in the map. Sorry… hehe And answering your question about the name “The Mauve Zone”: 4.1) One of the ways to get a mauve color is mixing blue and red. And as we can see, we have a lot of blue and red around the map. 4.2) There is a book called “Beyond the Mauve Zone”, by Kenneth Grant. The synopsis: “Oblique to the paths that give on to other dimensions, and beyond them, there lies a region which the author has named the Mauve Zone”. I never read it. 4.3) Spoiler alert, in case you wanna try to play the map again and find all the secrets: Conclusion: I'll have to make the secrets more explicit and correct the teleporters. Once again, thank you so much for the feedback! -
The Mauve Zone [Now on IDGAMES]
The Royal We replied to The Royal We's topic in WAD Releases & Development
The Mauve Zone 1.1 is now available! I made a new MAPINFO to make the map look and feel more like vanilla style. I also made a few adjustments, and I’m looking forward to hearing what you think. As always, Criticism and suggestions are always welcome! -
Oh. When I opened the link on my cell phone I thought I couldn't download directly via PDF. What an interesting thing, isn't it? Sorry... 😁 Below is an undoubtedly real photo of me during my reaction discovering this fact:
-
@DavidN First of all, congratulations and thank you so much, not only for this fantastic material, but also for the opportunity to have a map of mine published in such an amazing project. As I said in the comments on your “Hunted Forest” gameplay, my map is a thank you letter for everything I learned from you so far. Finally, I would like to ask you a request: is it possible for you to publish your text in a PDF file? It will be useful for my undergraduate thesis project which is in the early stages of development, and there are excerpts from your text that I would like to quote and translate into Portuguese (the language in which my work will be written). Once again, thank you so much for everything!
-
I always wanted to find a podcast focused on doom. Well today is a great day to be alive. Join button clicked!
-
[GZDoom][FINAL] Warehouse Raid.
The Royal We replied to IcarusOfDaggers's topic in WAD Releases & Development
Great map! I had a lot of fun playing. And sorry for some interruptions made by my pets during gameplay. -
The Mauve Zone [Now on IDGAMES]
The Royal We replied to The Royal We's topic in WAD Releases & Development
The Mauve Zone 1.0 is now available! What's new: - All skill levels are now implemented; - Some changes to make the gameplay more fluid, especially in the back of the main building; - The exit room has been completely redesigned; - More backtracking options; - Minor texture fixes; - More strange things; Thanks again to @SuperCupcakeTactics, @Serathis, @unraveler, @Daytime Waitress, @eternalegg, @HrnekBezucha, @LadyMistDragon and @princetontiger for being the first people to play the map. Your observations were very important! I tried to adjust the map so that the gameplay is now more fluid (as well as I added some surprises on the way in case you want to play the map again now). Special thanks to @Astro X and @IcarusOfDaggers for sending me videos playing the map and giving me notes. They were very very very helpful! Hope you like the changes and have fun with the map! Criticisms and suggestions are always welcome! -
だから おまえの 拳銃を一丁 バナナに変えて来た。 最後の食事 良く味わって 食べるといいぜ。
-
Poor Ratatouille, man!
-
Holistic - A custom Doom II mapset by me
The Royal We replied to Astro X's topic in WAD Releases & Development
Your maps are getting more and more interesting and elegant! I'm curious to venture into Holistic after finishing Astroverse (which I'll resume today, by the way). -
gotta light?
-
The Mauve Zone [Now on IDGAMES]
The Royal We replied to The Royal We's topic in WAD Releases & Development
New version of The Mauze Zone now available! I corrected the problem with the door pointed out by @SuperCupcakeTactics, @unraveler and @LadyMistDragon, and compressed the file in .zip format at @princetontiger's request. Next step: Correctly adjust difficulty levels below ultra-violence. -
Dude, as you said, it depends a lot on the temperament of the dog. In your case, I would never get an adult dog. I have four cats and late last year I decided to adopt a puppy dog that is now medium size (45 pounds). His name is Hayata. Everyone gets along really well. My younger cats love Hayata, while the older ones tolerate him with no major problems, but that's because I set clear boundaries from the first day Hayata set foot here at home. More important than them getting along or “being friends” is that the cats have the security that you will be there to put the house in order in case the dog starts going crazy. If you need help, you can call me by private message and I'll give you some tips. If you have a firm posture with the dog and moderate affection, especially during the first few months that he lives with you, I'm sure everything will work out fine.
-
MacGaren, the eldest. My first cat, ten years old. He has the posture of an envoy of darkness. He's a sweetheart when he wants to. As is partially noticeable in the photo, he likes my Doom floppy-mimicking pad. Jaspion. MacGaren's foster brother, also 10 years old. I've never seen a more affectionate cat. Despite their opposing personalities, Jaspion and MacGaren are inseparable. Nobuhiko. One year old. The photo is self-explanatory. Issamu. Nobuhiko's blood and litter brother. As lovable as dramatic.
-
The Mauve Zone [Now on IDGAMES]
The Royal We replied to The Royal We's topic in WAD Releases & Development
Dude, I'm flattered! Your comment made me smile last week, even with a lot of bad stuff going on. Thank you very much! The occasional acid flashback. Thank you very much for the comment! Dude, what a sweet review! And check it out: I think a lot about making a map based on Alice in Wonderland. I think it's a sensational narrative to use as inspiration in a Doom map. I have to say that the lack of ammo was intentional in order to encourage the player to look for secrets, but I want to balance this better on the other difficulty levels. Also, my goal from the beginning was to make a map with few monsters, leaving the player in danger more by the situation than by the amount of threats. And about me communicating well enough through nightmares, here's a statement I'll take to heart. I think you summed up my personality well in a single sentence. What an intuition of yours, eh! :) -
The Mauve Zone [Now on IDGAMES]
The Royal We replied to The Royal We's topic in WAD Releases & Development
Guys, you have no idea how happy I am with your feedback. It makes me want to keep studying and learning! I wish I had answered each one sooner, but I've had a pretty rough week. Thank you very much everyone! Thank you very very much! In fact, some closets were supposed to be dark indeed. However, I have a lot to learn regarding how to use lights in Ultimate Doom Builder, as well as the difference that each specific configuration makes within the game. Often in the editor the light appeared one way, so when I went to test it in the game it was different. Still learning! Glad you liked the map design! Fun fact aside, the center of the map is based on the building I live in. The corridor with the archviles' rooms is excellent for playing ball with my dog. I'm still thinking of a way to make the reality warping hidden rooms less hidden. My intention was to make this secret hard to find because it makes the final fight so much easier, but I think I ended up making it too easy to miss. Hint: there's a secret near the archviles that makes the fight considerably easier. After I answer everyone I'll correct the soulsphere error that was pointed out by @SuperCupcakeTactics and @unraveler. Then I upload the map again in a zip file for you. Man, I loved your gameplay. I want to watch it again later and comment a few things on the video. Also I found the way you found the BFG very interesting, it turned out to be a strategy to beat the map that I hadn't thought of. And yeah, I actually need to fix the difficulty levels because it got pretty confusing. As soon as I have time this week I'll fix it. The map has two armors (a green one, hidden at the very beginning of the map, and a blue one, on the outskirts of the building); but you're right: the blue one would be better to take before meeting the archviles. I'll think about how to solve this. And man, you communicate very well in English! I wish I had the courage to record videos in English myself. One day I'll get there! -
The Mauve Zone [Now on IDGAMES]
The Royal We replied to The Royal We's topic in WAD Releases & Development
Man, I'm really happy with everyone's comments! Now I'm in a hurry, but later I'll answer each and every comment with great affection. I will definitely take into consideration all of your suggestions and implement them in the near future. Thank you very very much! Ah, just for the record: English is not my first language, so anything I say that sounds weird is probably because I didn't know how to say it properly. But I will try my best. -
The Mauve Zone is my first map and a mixture between a certain TV show that I like and a couple paranoias from my own head. It’s also inspired by E2M6 and E4M1 from the Ultimate Doom. Extremely valid tip: FOLLOW THE TRAIL OF THE LOST SOULS. Download: The Mauve Zone Version: 1.2 (12/05/2022) Port: GZDoom only (Doom 2, UDMF; ZDoom ASC) Midi: “Angels on the way” by @Doomkid No new textures No new monsters Strongly recommended settings: - Midi device: OPL Synth Emulation Even though the map is not vanilla compatible, I’d suggest a “mostly vanilla gameplay”: - no jumping, no crouching, no freelook - no weapon mods - no light effects I appreciate @Astro X' help very much since he was the first tester of this map. His gameplay gave me a lot of insights on what had to be changed. Thank you! Criticism and suggestions are always welcome! Far out!
- 24 replies
-
30
-
Hunted
-
'Improve the map above you' Thread
The Royal We replied to Astro X's topic in WAD Releases & Development
I started this one and I don't know if I'll ever finish it. It is directly inspired by a Mexican series that was very successful here in Brazil. I have some ideas, but I don't have time to execute them at the moment. I also want to finish another map first. Feel free to modify, just let me know so I can follow what you did later! :) Submitter: The Royal We Map name: isso isso isso Format and port: GZDoom (Doom 2, UDMF; ZDoom ASC). Link to wad: isso isso isso.rar Things you'd like to be adressed: the midi was created using the sheet music of the song Mum, by John Fiddy. I don't know how to make good midi, so if anyone wants to make a better adaptation, here's the link to the original song: Edit: Now thinking about it, this is the first map of mine I've posted on doomworld, albeit unfinished. A remarkable day for me!