Jump to content

Ravendesk

Members
  • Posts

    897
  • Joined

  • Last visited

Everything posted by Ravendesk

  1. Some tic-beaters. Map 19 UV-MAX in 0:17.54 zip: hop19m01754.zip video: https://youtu.be/ClVHnaDd5GI Map 06 UV-Speed in 0:02.51 - hop06-00251.zip Map 08 UV-Speed in 0:02.80 - hop08-00280.zip
  2. Map 09 NM-Speed in 0:04.77 - hop09n00477.zip Map 09 UV-MAX in 0:05.00 - hop09m00500.zip Yep, .00 is a bait, please go ahead and beat it.
  3. Map 15 UV-Speed in 0:03.91 zip: hop15-00391.zip video: https://youtu.be/n4mPaq3-dU0
  4. A small tangent, but I also would like to mention a rare beast of a map with monsters but where none of the monsters count towards kill count. Namely, Axolotl map 06 "You smell funny". Very original concept and very fun gameplay.
  5. Map 11 UV-Speed in 0:05.89 zip: hop11-00589.zip video: https://youtu.be/hbOZb8J3myc
  6. Hey @MFG38. I made some minor changes to the map 07 based on feedback I got from rc1, mostly QoL stuff, but also slightly nerfing a few things and fixing some texturing errors. Please include this version of the map in RC2. Thanks! ddevian_map07_rc2.zip
  7. To elaborate a bit. There are quite a few benefits to having tagged secrets (and secret revealed messages): 1. Congratulating the player on finding the secret. 2. Marking which areas are optional and not part of progression. Although you can have non-secret optional areas as well, it being marked as secret explicitly tells you that it is not really needed to beat the map, or the secret sector can tell he player that the secret area lies ahead. 3. Marking which map exit is secret exit and which is normal exit. The former is usually surrounded by a secret sector. 4. Differentiating between max/tyson/nomo/nomo100s speedrunning categories. 5. It's fun to have both marked and unmarked secrets for easter eggs and other bonus stuff. 6. It's fun to know how much optional stuff did you find in the map and how much did you miss. And at the same time, solution proposed in OP does not really seem to be a solution. Some players are going to still hunt for items anyway, does that mean that we also should make all secret rewards not count to item count? What about monsters, should we never put monsters in secret areas as well? Or always make them not count towards kill%?
  8. No, sorry, I'm not going to change the way I map just because a particular part of the audience of a particular streamer doesn't find it fun to watch the map played in a particular way :) Besides, I already include both marked and unmarked secrets/optional areas in the maps, and I think it's fun to have both. Wait, I was absolutely sure there was a Am I losing it?
  9. It is possible, but imo it's not worth it in case of minor things like that.
  10. Map 15 UV-MAX in 1:11 zip: xer15m111.zip video: https://youtu.be/EuSlAyI-kkM
  11. Hey @fai1025, what's the current status of the project? When are you planning to make it final and upload to idgames?
  12. How about weekly iwad style maps arguments? I'll start. Doom wads that exhibit iwad-esque design are not good gameplay, it sometimes works with clever monster placement as long as you have ample ammo and a strategy but it's almost always lazy and uninspiring and just about any amateur dev could accomplish by simple math and spamming the same imps and shotgunners enemy over and over again in a doom editor. Also, these select wads that are highly praised by Doom enthusiasts for great textures and level design should not be given a pass just because of those positive aspects. Many wads like DTWID, BTSC e1&2, D2ISO, Jenesis, the first episodes of both Scythe's, Alien Vendetta, and both Memento Mori's action just seems mindless. Holding down the shotgun fire and hoping for the best is essentially rolling the dice. Not fun at all. That's such a poor generalization to what I described in detail. You don't even have an argument. It's just shotgunning imps over and over and over and over and over and over and over over and over and over and over and over and over and over over and over and over and over and over and over and over over and over and over and over and over and over and over over and over and over and over and over and over and over over and over and over and over and over and over and over again until you want to smash your nuts in between your gaming laptop. When I first played Map01 "Entryway" of Doom II almost burst into laughter because of how stupid it looked with these 2 zombies it sent after you when you made a sound and imp group that you have to kill when you pick up a shotgun to avoid getting clawed by it. And the level in TNT where your outside of building with a human bbq right next to you and hitscan enemies are positioned in rows in the walls is so bad.
  13. Map 39 UV-Pacifist in 0:19 zip: pussxx39p019.zip video: https://youtu.be/YhVuSYjj92A Map 39 UV-MAX in 1:22 zip: pussxx39m122.zip video: https://youtu.be/Vm3AVlL3U8U
  14. Map 04 UV-MAX in 3:36 zip: xer04m336.zip video: https://youtu.be/8VoPg2SEtHM
  15. PUSS XX Map 57 (Undersmolls) UV-MAX attempt (uses 180 key) - pussxx57m23351.zip video: https://youtu.be/XcKWG0gX7YQ
  16. Italo-Doom map 01: Was very inspirational to me, so my take on the same theme from PUSS XX map 38:
  17. Hell Yeah! is the twentieth entry of Pineapple Under the Sea Speedmapping series. It consists of 63 1-hour Boom speedmaps. Let's give it's table some fills. Suggested demo prefix is pussxx. Some Pacifist demos: Map 02 UV-Pacifist in 0:26 (Also Reality) zip: pussxx02p026.zip Map 05 UV-Pacifist in 0:09.86 zip: pussxx05p00986.zip video: https://youtu.be/9EuTFri3Aew Map 13 UV-Pacifist in 0:08.91 zip: pussxx13p00891.zip Map 17 UV-Pacifist in 0:12.57 zip: pussxx17p01257.zip Map 27 UV-Pacifist in 0:17.26 zip: pussxx27p01726.zip video: https://youtu.be/kUo3-IBqu40 And some Max demos: Map 06 UV-MAX in 1:17 zip: pussxx06m11746.zip video: https://youtu.be/Qw4RdPSPDjM Map 12 UV-MAX in 1:45 zip: pussxx12m145.zip video: https://youtu.be/kRk5-N7NFW8 Map 23 UV-MAX in 0:33 zip: pussxx23m033.zip video: https://youtu.be/qT4tDXi2U88 Map 33 UV-MAX in 1:42 zip: pussxx33m142.zip video: https://youtu.be/urJWu3IECQA There is already one existing demo on the archive for the wad, but I figured this probably needs a separate thread. If mods would be so kind to merge the post from misc demos into here it would be much appreciated. Edit: thank you!
  18. Yeah well the wad description is not 100% honest there, but you'll never know until you try.
  19. Everybody in the thread needs to play Junkfood immediately. You all have trauma from playing HR (pog) and Okuplok. Try something more yummy. It literally is NOT what all of the posters answered to question 1.
  20. Map 16 UV-MAX in 1:25 zip: xer16m125.zip video: https://youtu.be/Tmo-GgDSXn4
  21. Cool map, thanks for making it. It was a very fun experience. I really like how you almost always manage to predict exactly what player is going to do, so you execute your tricks accordingly. was one example, but then you did it several times more as the map progressed. Good stuff.
  22. Interesting looking map, will definitely check it out. Not to derail the thread too much, but I'm just curious what exactly didn't went well (assuming you are referring to doomium)? Everything seemed quite smooth, I was also planning to record some demos for it, but it's not getting finalized / pushed to idgames for some reason.
  23. A minor issue: when you open automap, the map number shown there is wrong. I think this is because you changed the "next" field in UMAPINFO, but didn't update map markers and numbers here "MAP MAP04 { ... }" in UMAPINFO (or the other way around, maybe you meant to update "next").
×
×
  • Create New...