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Everything posted by Ravendesk
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Pikelets [cl9] : Two hard, puzzly and pretty maps {wip}
Ravendesk replied to akolai's topic in WAD Releases & Development
Oh, that was fun. Really liked both maps, although map02 took me like an hour to figure out. The visuals are great, I love that minimalistic in textures but at the same time very rich in shapes map design. Regarding the final encounter in map 02, Also omg: -
The Box of a Thousand Demons demos [-complevel 9]
Ravendesk replied to Ravendesk's topic in Speed Demo Submissions
Map 20 UV-MAX in 12:04 zip: boa2kd20-1204.zip video: https://youtu.be/i8sW3HQPjkE -
Finished the map twice on UV with saves (no mods or anything). I liked some parts a lot, some parts I liked less, but in general I think it's very cool. First of all, I really appreciate the bold beginning, I also really liked the general oppressive nature of the map, always forcing you to move and to think quickly, you can never relax. Some of the fights are really well designed, like the red key one. Visuals are also pretty cool, especially how you change lightning dynamically, great stuff. Not commenting on doomcute stuff, cause I'm not the biggest fan of doomcute personally, but I appreciate the work you put into it. Also cool eye. Now a bit of criticism. I think this map actually suffers from non-linearity more than it benefits from it. There are certain intuitive ways to progress when playing this blind that leave you without a rocket launcher for the 80% of the map, for example, which results in a pretty tedious experience dealing with stationary archviles in the central area. There is also only one way to get plasma (unless I was blind) and you basically always want to go there first, and if you don't know that and you also missed the rocket launcher your experience with SSGing the two remaining areas will be uh. I also think you went a little overboard with the pressure in the central area, there are turret archviles and the cyber and the the toxic floor, wow. The latter is not much of a threat and more of an annoyance, because there is a plenty of radiation suits. There is also not much cover from turret archviles, which forces you to take this area slow and clean them up instead of avoiding them smartly and telefragging later. The map also seem to encourage you to skip some enemies and return to finish them off later, but in some cases it punishes you for it, because they will just gather somewhere blocking your way when you return and generally being hard to deal with (like if you skip all the stuff in the second room and then go for the secret leading you back to it, every monster will just be after that secret door and you have no room behind you to move, so you have to just turn back basically, or take it really slow). So, in short, I see the general intend of the map to pressure player and I like it, but it sometimes works and sometimes does not. Also, very minor thing: A few non-gameplay criticisms: 1. It is better to state explicitly which is the intended compatibility level of your map is, so that people who want to make demos, can be certain, they are all being in equal conditions. Despite the fact that this plays fine with both -cl2 and -cl9, the experience will still differ. I personally played with -cl2. 2. Red-striped door sides and similar bars are usually used to indicate that you need the respective key to open the door, not that the respective key is behind that door, I think... This is a bit confusing. But maybe it's just me. 3. Some non-secrets felt more like secrets to me than some of the non-secrets. For example, idk why megasphere is a secret, it's just there, it's almost impossible not to open it accidentally. Meanwhile the nearby lift allowing you to sneak on enemies is not, but it would be very rewarding to get tagged as a secret I think. Ok, so despite the fact that I typed like x4 more text on the criticism than on the praise, it does not mean that there are x4 more bad things about the map than the good things (quite the opposite), it was just me trying to be elaborative and explain why exactly I felt certain things not quite worked. The map is actually very good, and I enjoyed it a lot (wouldn't play it the second time otherwise). But I think it maybe needed a bit more routes balancing and playtesting, maybe some second playtesting opinions from a different person. But then again, maybe it's just me having skill issues, so take everything I said with a grain of salt. Anyway, looking forward to your future works. With what you are presumably aiming for, I can also suggest using Boom format for the future maps and maybe incorporating some classic dehacked enemies (like green cyber, that would be very fitting in the starting area instead of a red one, for example).
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Hey, thanks for the info. Regarding the demos - sure, please use any you like.
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The Box of a Thousand Demons demos [-complevel 9]
Ravendesk posted a topic in Speed Demo Submissions
The Box of a Thousand Demons is a recent 32-map Boom megawad by Thelokk. The levels vary greatly in how they play and the map design is often unconventional, resulting in a lot of room for creativity for different categories. Idgames link I'll start with a few pacifist runs. Map 05 UV-Pacifist in 0:37 zip: boa2kd05p037.zip video: https://youtu.be/MBqzACExv_8 Map 07 UV-Pacifist in 0:46 zip: boa2kd07p046.zip video: https://youtu.be/MBqzACExv_8 Map 31 UV-Pacifist in 0:04.17 zip: boa2kd31p00417.zip video: https://youtu.be/JQi9_Uy3D8Q -
Thanks for the info. Well, if somehow "official" version is updated and my runs are invalidated, I don't mind. Map 04 was a lot of fun to run :) Also since I'm replying anyway, I'll upload this as well. Map 06 UV-Pacifist in 0:45 zip: dbp4706p045.zip video: https://youtu.be/YtNoBt2oCM0
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DBP47: Dreamcatcher Apparatus Map 03 UV-MAX in 3:38 zip: dbp4703-338.zip video: https://youtu.be/HaDiQ5v8K9c Map 04 UV-MAX in 2:51 zip: dbp4704-251.zip video: https://youtu.be/896qTB4vRqU Map 05 UV-MAX in 5:46 zip: dbp4705-546.zip video: https://youtu.be/2TkmN9ityIg Map 05 demo desyncs after RC2 update, so ignore it.
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What's everyone's thoughts on tic-beating?
Ravendesk replied to Meowgi's topic in Other Demos & Discussion
I wanted to vote for 3, but it is a preference, not a strong opinion, so I voted for 1. I think tick-beating is cool, when the run is highly optimized and not exactly cool otherwise. But since "highly optimized" is a subjective thing and the definitions may differ, I can't imagine any sensible distinguishing rules and thus, in my opinion, tick beating should be "okay" in any case. Also I like the clock thing on dsda indicating which player was the first to beat a second barrier, I don't want it to go away. -
Abyssal Speedmapping Session 68 - The Rear End is Nigh!!!
Ravendesk replied to Obsidian's topic in WAD Releases & Development
Thanks, I was mostly wondering about how much time would I have. -
Abyssal Speedmapping Session 68 - The Rear End is Nigh!!!
Ravendesk replied to Obsidian's topic in WAD Releases & Development
Where can I read about the rules of ASS and the conditions to participate? -
Dubzzz's 5Minute Design Assembly [-complevel 9]
Ravendesk replied to liveincity's topic in Speed Demo Submissions
Map 25 UV-Pacifist in 2:14 zip: d5da25p214.zip video: https://youtu.be/nv_ap3tuqq8 -
Bing Bong Blippo // DSDA page UV-MAX tablefill and a D2All. Made this in June but was waiting for it to appear on idgames. Map 01 UV-MAX in 1:19 - bblp01-119.zip Map 02 UV-MAX in 1:06 - bblp02-106.zip Map 03 UV-MAX in 2:04 - bblp03-204.zip Map 04 UV-MAX in 1:18 - bblp04-118.zip Map 05 UV-MAX in 2:45 - bblp05-245.zip Map 06 UV-MAX in 3:00 - bblp06-300.zip Map 07 UV-MAX in 2:51 - bblp07-251.zip Map 08 UV-MAX in 1:44 - bblp08-144.zip Map 09 UV-MAX in 1:56 - bblp09-156.zip D2All UV-MAX in 20:01 zip: bblp2all-2001.zip video: https://youtu.be/A1rfkGaTapI
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DBP47: Dreamcatcher Apparatus Map 01 UV-MAX in 1:31 zip: dbp4701-131.zip video: https://youtu.be/EEug5sbpPZQ Note: this map has an untaggable secret so only 2 out of 3 secrets are tagged. Edit: with rc2 version of dbp47 this demo is in sync and gets all kills and all secrets. Map 01 UV-Pacifist in 0:33 zip: dbp4701p033.zip video: https://youtu.be/jOr1j__81yY Map 02 UV-MAX in 4:54 zip: dbp4702-454.zip video: https://youtu.be/aytTgIE7mNo Map 02 UV-Speed in 1:26 zip: dbp4702spd126.zip video: https://youtu.be/in4P2OQP9pM
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Yeah, just a 1k hp cyber. Oh and I think green cybers are better enemies than cybruisers, since we are balancing on unpopular opinions territory.
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Agree. And the best way to use a spider mastermind is
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DBP36: Aquatic Wonder Map 04 UV-Pacifist in 1:09 zip: dbp3604p109.zip video: https://youtu.be/l3glvCOiP8Q
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DBP36: Aquatic Wonder Map 08 UV-Speed in 0:00.66 zip: dbp3608-0066.zip video: https://youtu.be/NElkJT5Wkjw
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Very cool map. My experience was a bit different from MFG38's so I'll share as well: Overall I liked this map a lot and I really like that depending on the difficulty setting not only difficulty is changed but your strategy for the fights as well. And at the same time, each version of the fight feels like it had an idea behind it. For example, two versions of blue key fight (with some changed visuals) could be present in the same map on UV and nobody will notice that they are "the same fight". Very cool.
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Cool stuff. Would be nice to see player names and map number/name (and maybe run category) for each entry of the collage.
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Fractured Worlds [Final Release/Idgames]
Ravendesk replied to Nirvana's topic in WAD Releases & Development
Figured this setup a while ago but kept forgetting to make a vid. So basically a consistent SR50 setup for fw02 megasphere secret. I guess it can be useful for maxers or even for people playing this map casually. -
Altars of Madness demos [-complevel 9]
Ravendesk replied to Ravendesk's topic in Speed Demo Submissions
Map 10 UV-MAX in 4:57 zip: aom10-457.zip video: https://youtu.be/Gm6D8lusgY8 -
Great stuff, I've beaten 7 maps so far and they are very cool. Map 07 visuals in particular are just holy shit. A silly UV-Pacifist demo of Map 05 because I'm not sure this was even intended. boatd05p045.zip Also a silly UV-Pacifist demo of Map 07 because why not. boatd07p059.zip And a few small issues to report: