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Petyan

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  1. Episode 1 Tyson in 19:40 tqce1t1940.zip MAP06 Tyson in 2:56.06 tqc06t256.zip MAP07 Tyson in 7:31.06 tqc07t731.zip
  2. MAP04 Tyson in 4:37.89 tqc04t437.zip MAP05 Tyson in 4:03.43 tqc05t403.zip
  3. weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
  4. My memory is as bad as ever, but there are a couple of runs i can think of that happened this (well, last) year and haven't really been mentioned yet (otherwise i would definitely mention both sunlust d2alls, sc25t, noye d2all and other huge stuff). GOODWAD MAP01 UV-Speed in 1:03.60 by @dolanmolan (demo) Sick scroller run, very clean, sr40 all the way from start to finish. Curious if sub 01 is possible with pure sr50, but that sounds like ass to run (not bait). Scythe 2 MAP32 Tyson in 1:07:21.80 by @Dogmachine (demo) Very cool monster manipulation run. A ton of monster pathing abuse + a good amount of silly infighting spots and also a very good test of patience. And i guess this is not really a single demo, but @j4rio tablefilled almost entire Tyson table for eviternity within just couple of weeks, including some maps that i thought that were impossible, though i guess it's just a skill issue on my side. The two maps that are left though are probably way too much pain in the ass to fill, so my best guess that it's not something that will be seen soon. It's not a lot of demos that i could think of, but all other stuff was pretty much mentioned already. Personal pick:
  5. Finally finished playing RC2. My small and totally serious list of things i've found: But jokes aside, this set is amazing and is probably one of my all-time favorites now. Amazing job and thanks for making it.
  6. I know i'm a bit late to the party (somehow managed to miss this thread entirely and haven't realized there is one), but i'm very happy (and very surprised at the same time) that Sepia managed to win a cacoward. I have never expected that my palette and combat experimentation will ever take me anywhere, but i'm really glad that people actually enjoyed that. It still feels rather surreal that my first work (and MAP01 of Sepia being my third map ever - other 2 being in forever development hell) managed to be that interesting that it was worth highlighting here. Huge thanks to all the playtestesters and guest mappers (@Master Medi @Meowgi @brendondle @Ravendesk) , the WAD wouldn't be even close to what it is without them. Every single guest map contributes something to Sepia that i didn't manage to add myself, would it be pacing, atmosphere, combat or exploration. And of course shoutouts to the cacowards panel, this year is an amazing read overall, and special thanks to @Demon of the Well for such an amazing write-up for Sepia, it was a pleasure to read (even though i had to resolve to a vocabulary in a few cases), i just love how it managed to highlight all of the parts of the WAD better than i could ever do so myself. I'm also really happy that AAA got it's recognition, because such a unique setting is something that should be branched out more in doom, there is an insane amount of theoretical settings that WADs could be based on, and AAA is just a prime example of that, especially being done in Boom. 30 years huh?
  7. Thanks, also huge thanks for filling stuff for Doomwiki as well! This is actually a mistake on my side, this is a music track from Golden Sun: The Lost Age, i guess i just misspeled it when i was filling the sources. (will also fix the oppost) Also managed to write the wrong seqencer info, it was done by Aevin - VGMusic link. Title screen is Gnossinesse no.1 by Eric Satie (sequenced by oguri), don't think i can trace where i got it from unfortunately. Intermission is ai_turn1 (i'm not entirely sure if they have specific names) from Heroes of might and magic 3 - VGMusic, sequenced by Micael. Text screen is Rescuing Emma from Metal Gear Solid 2: Sons of Liberty - VGMusic, sequenced by James Flynn. Also provided links for stuff for convenience.
  8. Alright, here's my amazing plan/roadmap so i actually don't forget what to do in the next few years (also assuming i don't get bored from this video game).

    the_great_mapping_plan.png.b7b56affab17f135179e7876bc869676.png

    1. Petyan

      Petyan

      Specific clarification/idea stuff for episodes currently i want to do:
      "Blue" episode:
      -- astrology and astronomy themed

      -- possibly swapping green range to light blue (or something similar)

      -- maybe using some silly horoscope lines as map progression or map name things

      -- generally very starry, glass and cold themed

      -- inspirations include - isaac planetarium room (that how i see the whole set in my head), BO4 zombies (chaos storyline specifically - a lot of astrology/alchemy stuff in there) and some random starmaps

       

      "Orange" episode:
      -- brutalist architecture and industry themed

      -- a lot of color remapping to make stuff orange

      -- heavily interconnected layouts within the map, probably big maps too?

      -- maybe machinery noise everywhere as ambience?

      -- generally very warm, concrete and tons of orange lights

      -- inspirations - that one random FGO GUDAGUDA event that happened in november, DBP59 (not the steampunk theme itself, but the palette highlighting the warm lights)

       

      Other 2 that i have a loose idea but not sure if i'll even end up doing anything:

       

      "doodl":

      -- handdrawn "shaky" doodles as sprites and textures (a ton of work, so i'm not sure if i end up doing that)

       

      "Cherry juice":

      -- similar to other color-coded episodes but cherry red/hot pink kind of thing

      -- not sure about the general theme, so not sure if i end up going with it

       

      "Touch grass":

      -- hopefully will happen (mainly need to finish dehacked and see if i want to ditch the underground section or not)

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