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Everything posted by Ravendesk
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⬆️ Doomworld Community Top WADs of All Time (resurrected)
Ravendesk replied to m8f's topic in WAD Discussion
Felt like updating the tally. Linking my previous post for the ease of finding ^^^ The big favs: Fractured worlds - 8 Sunlust - 8 Jumpwad - 8 The favs: Axolotl - 2 Capybara - 2 Down the Drain - 2 FCFF - 2 JQ2 - 2 Noye - 2 Sliw - 2 Pagodia - 2 Poogers - 2 Sunder - 2 Then 10 points go to the Halloween collection: Orange is true love - 2 Wormwood - 2 Wormwood EU - 2 Wormwood ]|[ - 2 Wormwood IV - 2 And I guess 1 point left for the honorable mention, I'm very happy that this wad exists: Meowgi's Practice Hub - 1 -
Rocket jump in Doom 2: HOE, map 14
Ravendesk replied to BlackAgate's topic in Other Demos & Discussion
By the way I suggest joining dsda discord server (link can be found in welcome thread here https://www.doomworld.com/forum/post/2529160) for faster and easier communication in case of future questions :) -
What are the reasons to play other ports except GZDOOM?
Ravendesk replied to Croaker's topic in Source Ports
Since gzdoom changes game behaviour quite a bit, it breaks many maps that are relying on such behaviour (scroller speeds, player control on scrollers, wallruns, thingruns, ice physics etc etc). Since I play a lot of gimmicky maps (and occasionally make some), I stumble upon stuff that gets broken in gz quite often, so dsda is a port of choice. Demo recording is the other big reason obviously. Also it was mentioned in the thread before, movement just feels very wrong in gz after you are used to vanilla movement, there are so many slight things that are off, it just doesn't feel good to me to play with gz physics (or "fixed maths", whatever you want to call those changes). This is especially noticeable in platforming/movement maps. -
Holy shit how do you make a quality post like that with drawing and map doodles in like 20 minutes, I spent the same amount of time writing 10 sentences xdd
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One thing that I see as fun and try integrating myself is reusing the same geometry in several ways. For example the pillars that you use as cover while fighting in lower part of the map will be used to run on to traverse between two sections when you get to the higher part of the map. Rocks with sniper enemies become accessible later and are used for progression / optional stuff. Generally allow player to access some stuff that he sees above him at some point. This also sometimes allows for more interesting layouts. Another thing that verticality can bring you is being providing the player a nice view of the parts he previously visited (or, on the contrary, tease the player with what's coming after). I think doom engine works amazing well with vertical geometry (despite infinite height and flat map) and you as a mapper can create great visuals with it. As a general advice - for inspiration you can try looking at the visuals of "proper 3d" games, for example at custom quake content. Obviously, not everything will work in doom and there are many limitations you would need to overcome, but it might give you new ideas. And of course, checking out existing doom works with amazing verticality will help. Pagodia map 03 is the first example I think of in that context, it has amazing small-scale verticality while keeping things compact. Many Crumpets maps might serve as a good example of highly-vertical but generally smaller maps as well. Valiant is also pretty nice in that regard. For the larger scale stuff whole Sunder is very vertical, Jumpwad obviously is as well. There are many good highly-vertical maps, this is just what I can think of off the top of my head.
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I think noescape.wad by el inferno deserves attention. This is a set of icon of sin maps with infinite monster waves, kinda like invasion gameplay, but the catch is - it is implemented in Boom. It uses a very clever monster sorting mechanism that allows mapper to control where to spawn each type of monsters (and which monsters to not spawn into the map at all) and also ensures they don't get stuck in each other (maps do no require map30 slot). This results in so many creative possibilities (just check out the maps, they are absolutely different in gameplay despite all being based on icon of sin spawners). This is obviously a very niche thing, but strictly speaking this wad introduces a whole new map style (for Boom/MBF ports) and also provides instruments to create your own maps with it. One thing that may turn people away is that the maps are pretty hard on UV, but they have difficulty settings, so don't hesitate to try lower difficulties to see what's the most fun for you.
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noescape.wad - 5 icon of sin maps, cl 9
Ravendesk replied to El Inferno's topic in WAD Releases & Development
Wow this stuff is super cool. The possibilities are really limitless with this, I'm impressed how you managed to create 5 completely different maps gameplay-wise, this monster sorting mechanism is very powerful and so cleverly done. For me map 03 was the most interesting in terms of a setup creativity, but 05 was the most engaging, somehow this simple room is just so fun. I think there are several things that may (or may not) make these maps a bit more engaging. Feel free to consider or to ignore. 1. While coming up with own rules is cool, I feel like adding more defined challenges will benefit replayability. For example, regular exit opens after 7 minutes, secret opens after 10 minutes. That way you have two challenges with different difficulty, but you still can stay in the map for as long as you can for a "survival" mode. Yep, this kinda makes the wad name not exactly true anymore, but maybe it's not a big deal :) 2. In addition to 1 it would also be cool to see some of the maps (01 and 04 in particular) to transform as time goes on. Maybe opening new area (and allowing spawners there) on a timer. Not sure how easy it is to implement delayed spawning with this though, but as a simpler thing - opening new stashes with ammo and powerups and small shortcuts. Map 03 (the fortress defense one) kinda has some simple elements of this in a form of releasing cybers until you reach the end of that corridor with an invuln. 3. This feels like something that should be very fun in coop (in theory). And I understand that coop is not particularly popular, but I think it's a good idea to add at least some rudimentary coop support to the maps. But anyway, the wad is already very impressive as it is.- 1 reply
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Hundreds and Thousands Map 32 UV-MAX in 0:54.43 zip: 100sn1000s32m05443.zip video: https://youtu.be/OhfT0V1PH0g
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[/idgames] Hundreds & Thousands - 6 short Reality maps
Ravendesk replied to finnks13's topic in WAD Releases & Development
Congrats on finalizing this, I will indeed go nuts, thank you. -
I wanted to post a full UV-MAX demopack, but realised it's taking too long and I don't want to obscure potential goal times from other runners, so I will post on per-episode basis instead. So, all episode 1 UV-MAX runs: Map 01 UV-MAX in 0:54.03 - sepia01m05403.zip (PB) Map 02 UV-MAX in 1:58.97 - sepia02m15897.zip Map 03 UV-MAX in 1:28.94 - sepia03m12894.zip Map 04 UV-MAX in 3:27.54 - sepia04m32754.zip Map 05 UV-MAX in 2:02.71 - sepia05m20271.zip Map 06 UV-MAX in 3:32.51 - sepia06m33251.zip Map 07 UV-MAX in 3:40.49 - sepia07m34049.zip Map 31 UV-MAX in 1:17.49 - sepia31m11749.zip
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⬆️ Doomworld Community Top WADs of All Time (resurrected)
Ravendesk replied to m8f's topic in WAD Discussion
Interesting stats. I think splitting MBF21 is a cool idea, it's not that much different from boom in terms of design goals, but it would be cool to see how mbf21 is going to rise in popularity in the upcoming years. -
This thread is getting astounding honestly. Deat expresses his resentment for the made up story about deceased friend because he was unfortunate enough to have to make real tribute work like that and the replies are like "you don't get it", "you get worked up for nothing", "your accusations are disrespectful", holy shit, are you ok? The wad is about grief and yet you smirk over other person's grief in order to defend it. I cannot claim that I have understood or felt what the wad was trying to convey exactly as author intended, but I feel like the message went completely over the heads of some of the people here. And what kind of argument is that even? Sakura said they are upset over being lied to like that after they already played the wad, how is "just don't play it" is an argument, they already did that.
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Map 04 UV-Speed in 0:11.20 zip: goodwad04spd01120.zip video: https://youtu.be/Yau61qg_RnY Also just for the sake of a meme Map 30 NM-Speed in 0:00.97 - goodwad30n00097.zip
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Fun map, here is fdas of map 01 with saves (dsda-doom 0.25.6) - avenge-fda-00002.zip I couldn't figure out how to get the secret in map 02, I think I see all the puzzle pieces, but I don't understand how to put them together to actually get it :) Upd: forgot the most important part - I absolutely love anti-underhalls maps like that, really wish we can see them more often, amazing job on it
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Nice map. Here is fda with saves: overgrowth-fda-00003.zip. You would need dsda-doom 0.25.6 to play it back. I have a thing for maps that force you to use a single shotgun, but do it well (which is rare), and I think it worked out nicely in the first half of the map. Visuals are also pretty. Fda will give you more feedback than any text, but a few things you might want to consider: 1. Maybe a teleporter back after picking up the red key, so you don't need to walk back all the way. 2. Lava area with revs can use a few pillars imo, otherwise there is not much space to break the homing missiles and it kinda promoted campy gameplay. 3. I ran out of ammo in the second half of the map, but I admittedly wasn't careful enough with my ammo usage. If that's what you intended, alright then. Also as a minor note it is usually a good practice to post .zip archives instead of .rar archives.
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Map 17 UV-Pacifist in 0:11.31 zip: goodwad17p01131.zip video: https://youtu.be/jGXwsc6PaZA
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Map 27 UV-Speed in 1:00.83 - goodwad27spd10083.zip
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Map of larger non-horror wads. That's why I specified map numbers. Well, Wormwood is a horror but in a broader sense.
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Two very good horror maps that come to mind are Wormwood IV Map 04 and Goodwad Map 26. Both are not similar to myhouse though so I'm just answering the title.
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Do you obsessively playtest your own maps?
Ravendesk replied to Lucius Wooding's topic in Doom General
This is all good, but it has nothing to do with compatibility levels. What you are saying is "I'm also testing my maps to be playable in gzdoom", which is absolutely fine. I have also went to great lengths to make my maps playable in gz even though I didn't target it specifically (idk how fruitful that work was, but whatever, it was kinds interesting to figure out). I only want to stop confusion here with regard to calling stuff compatibility levels, when it has nothing to do with them. As long as you don't restrict your creativity just because you think some part of your audience are not able to select the correct compatibility level in their source port. It's not worth it. -
Map 26 Stroller in 2:18 zip: goodwad26str21814.zip video: https://youtu.be/-s8VuEVEKzM As a bonus Map 26 UV-Pacifist in 1:42 - goodwad26p14223.zip But stroller is obviously an intended experience.
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[MBF21] GOODWAD speedmap compilation [FINAL]
Ravendesk replied to msx2plus's topic in WAD Releases & Development
Finished the wad today, the title didn't lie, it is very good. I especially liked platforming maps, but the rest are also brilliant. + amazing visuals and music To anyone who wants to play a good wad, I wholeheartedly recommend GOODWAD.wad, go play it. -
Do you obsessively playtest your own maps?
Ravendesk replied to Lucius Wooding's topic in Doom General
Whatever, let's do it the other way around if you want, the wad is in mbf21, you tested in in cl9. It doesn't work (duh), what are your further actions? How are you going to address this problem? What is the purpose of testing in different complevel if in case of a) everything it working - you do nothing, in case of b) something is not working - you literally cannot do anything, it is a complevel-specific thing that broke. And I'm not talking about demo compatibility, I'm just talking about the map not functioning properly in a different cl. You made a voodoo closet in cl9, the map no longer works in cl2. You made a instakill floor in cl21, you tested it in cl9, it doesn't work. You made a cl9-specific instakill floor setup (see wormwood 3), it doesn't work in cl21 or cl2. Ok, so? Your actions?