-
Posts
897 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by Ravendesk
-
Sure, that's why I have been offering help several times seeing that you are struggling with finding time for the project, that is probably very low in your priority list. However, you seem to reject any help and at the same time do nothing for the project yourself. So please show some respect for the mappers, who have signed up to implement the maps for your idea and please do the actual job that you signed up to do by announcing the project, as mappers did. I perfectly understand that everyone has other stuff to do aside from doom, but since you started the project, you have some responsibilities. Cheers.
-
Gotcha. Please don't procrastinate too much on it, there are people who signed up for your project and who, I'm pretty sure, would greatly appreciate this project being released, and you kinda owe them that (because they signed up for your project, you know). Likely this weekend + additionally not far off after that doesn't sound exactly promising considering you spent 5 months compiling 8 maps into a wad without even ordering them, but I sure hope selecting two midis won't take another 5 months.
-
What is health? - April Fools CP [Dev thread - RC1 out!]
Ravendesk replied to Astro X's topic in WAD Releases & Development
You can also check hundreds & thousands which I believe does the same thing, i.e. sets 1 hp start with dehacked. Also I think it uses berserk as well without any voodoo trickery, but not sure if I remember it right. cl2 limit removing maps will work perfectly with cl9 aside from a few corner cases, so it would really be nice to see it target Boom (cl9) just to have the voodoo doll closets working. I'm interested in this but not sure I'm going to have enough time in March, so might sign in later if I can make it and if there are still slots available... -
What is health? - April Fools CP [Dev thread - RC1 out!]
Ravendesk replied to Astro X's topic in WAD Releases & Development
Any chance of this going for cl9 instead of cl2? Since it's limit-removing anyway... There is just so much more to explore with cl9 in reality setups. -
classic doom games are better than the modern games
Ravendesk replied to DoctorKlump's topic in Doom General
Would agree for dlc2 and partially for dlc1, but in the original game it's quite minor. If you watch some UNM 100% speedruns of doom eternal you'll see that weak spots are used only occasionally and combat is mostly exactly about tactical and strategic decisions. Yep, marauder is not a great enemy design, but it doesn't nullify the rest of the game. It's still fast paced, dynamic and requires quick thinking and decision making. -
Absolutely crazy stuff. Very atmospheric. I have finished a few early levels and skipped a few, but e1m8 was the map that got me. Incredible visuals, tech and progression, absolute beast. Congrats on the release and finishing your 22-months work. This is definitely not a traditional mapset, but an impressive one for sure.
-
Yes, those are blind demos with saves. I didn't have a bad time with map 03 platforming, it's ok :) To elaborate on my remark - lost souls basically make it impossible to traverse the platforms, so you have to kill them anyway while being shot at by baron turrets, which kinda makes them redundant I guess. But idk, I might have missed a good approach to traverse this section quickly. I don't mind this section generally speaking and the rest of platforming was pretty nice (I especially like the frequent use of "no-run" platforming). Ah, gotcha.
-
Very cute set, enjoyed it a lot. Here are fdas of each map (should be played back with dsda-doom 0.25.6): terrianis_fda.zip Platforming in map 03 right path felt unnecessary mean and map 04 final fight felt too easy compared to the rest of the mapset (I was honestly expecting stuff to spawn behind me as well, and was surprised when it didn't), but otherwise difficulty seems very nice throughout the set. I think I had a few more minor things to say but I forgot them all. I guess fdas are better feedback than words anyway xd
-
Based Refueling (yet another first map)
Ravendesk replied to StarTanned's topic in WAD Releases & Development
Finished this on UV (just the exit, not maxed, some kills and secrets were missed). Here is fda: basedref01-00003.zip It was recorded with dsda-doom 0.25.6, and you would need the same version to play it back. This is a very good map, visuals are amazing (with recognizable original map sections). Especially the cavy stuff, I think it works very well to contrast tech base parts. Also a lot of creative vanilla textures usages, very nice. I also liked the layout a lot, areas are nicely interconnected, map transforms quite a few times to connect areas and create new shortcuts, good stuff. The only thing I think can be worked on in this map is the combat. Most of the fights follow the same formula "here is a large room and a bunch of random enemies", which is not a bad fight design per se, but in a map that long (fda was 40 minutes), I feel like it gets repetitive. The enemy roster also doesn't change much, you have that mix of shotgunners, pinkies and pain elementals (and every other enemy as well tbh) from the very first to the very last fight. Might be worth experimenting with limited amount of monster types per fight to create more combat-puzzly setups (but of course not everyone likes that, so feel free to ignore me). However, some fights were quite nice. The ones I think stand out is the very starting fight, it has that kind of trial-and-error aspect to it, where you need to figure out how to get initial resources to get things going. Another memorable fight is the yellow key fight after you grab the yellow key and archvile turrets spawn. And I also really liked the final fight with a sniping cyber - this one actually changes the formula by adding that sniping cyber and making it a pretty cool arena encounter (although I guess you can rush him early? didn't try). Also good map name. -
Miscellaneous Squonker Wads Demos [-complevel 2]
Ravendesk replied to Maribo's topic in Speed Demo Submissions
Pagodia Map 05 UV-Pacifist in 0:22.89 zip: pag05p02289.zip video: https://youtu.be/dVO33o_pMrI -
Miscellaneous Squonker Wads Demos [-complevel 2]
Ravendesk replied to Maribo's topic in Speed Demo Submissions
Pagodia Map 03 UV-Speed in 0:52 zip: pag03p052.zip video: https://youtu.be/Q01pQNDucvc Edit: oops I accidentally named the files wrong (p instead of spd/-), but the contents of .txt are correct. -
Redesigning popular rooms/fights from the community
Ravendesk replied to Astro X's topic in WAD Discussion
-
Redesigning popular rooms/fights from the community
Ravendesk replied to Astro X's topic in WAD Discussion
Dimensions map 03 might be a good place to start, it is very iconic and I don't think it was ever referenced before by anyone ever. -
Very nice credits map! Regarding the map order: I have replayed all of the maps now and have some thoughts. This is the order I think makes sense (with some commentary): Map 01 - "Flukey Malarkey" by RED77 (currently 01). This map is easy and short, and it also has a very prominent difficulty theme with giving you a different key at the start, so I think this is overall a great first map for the wad. Map 02 - "Estuary Shrine" by Salmon (currently 04). Medium difficulty and a total change of tone from map 01 due to grass/marble aesthetics and open layout in contrast to tech corridors, which I think should work very well as a progression. It is also relatively short and the gameplay is very fast-paced. Map 03 - "Temple of Steel" by MFG38 (currently 08). Might be a bit easier than 02, but I think it's good to have a slow atmospheric map after an intense chaotic map. Map 04 - "Agnosia" by SCF (currently 02). Would be easy, but it has one hard fight (blue key one), so I think it pumps up the difficulty pretty nice here. Short-medium length should work well for slot 04 and also being back to tech style for now. Map 05 - "Upon the Plane of Eden" by Dr. Zin (currently 05). Medium-hard due to sandbox nature and having to figure out where to get the resources needed, but not too bad if practiced. Also one of the longest maps in the wad, so I think slot 05 should be good for it, because there is a perfect follow-up in slot 06. Map 06 - "The Refinery" by knifeworld (currently 07). Medium difficulty, probably a bit easier than 05. But what I think is great about having it in this slot is that it is short, fast-paced and straightforward, so after long and sandboxy 05, it's a very good change of pace. Map 07 - "Icarus Mk. II" by Ravendesk (currently 03). Medium-hard difficulty (mostly due to platforming, but also 2 of the fights are pretty tough), and back to slightly slower pace. Map 08 - "Blasted Blaze" by alexsa2015sa (currently 06). I think this map is the hardest in the wad due to serious weapons/ammo/health starvation and cramped fights and also it's pretty long (maybe the second longest after "Upon the Plane of Eden"?), so definitely deserves the finale spot. Not sure of course that this is the best possible order, but that's what I think might work well.
-
[Boom] short map: laand.wad (/idgames)
Ravendesk replied to besus's topic in WAD Releases & Development
Very nice little map, fast-paced and fun. Overpowered berserk should also make for a fun tyson run. Also cool visuals, I like the colour contrasts and these lava/rock round pillars. One minor thing that bugs me - stacked bfg pickups instead of 1 bfg + cells. This gives a map a bit of shitposty vibe, which is not necessarily a bad thing, but with the rest of the map being tidy and cute, this little detail feels a bit out of place. But idk :) This is probably the most nitpicky feedback I've ever given lol. -
These are very nice layouts. I don't recognise 2, but 1 and 3 are Let's go even smaller with these (<3 to those who guess them): Also let me post one layout from my WIP wad since it fits the topic :)
-
You can linedef skip the teleporter at the start to get it. Well, that's what I was doing, no idea what's the intended way.
-
Falling from platforms and constant retrying Infinite height when the cacos are flying When I get stuck on the torches and sticks These are a few of my least favourite things When first map has cybers when second has barrels When rooms are too wide, when the pathways too narrow When too few shotgunners when too many imps These are a few of my least favourite things Revenants, barons, hellknights, archviles Bfg spam and adventures on isles And only when you get rid of all this crap Will you be able to make a good map
- 62 replies
-
14
-
Hey @fai1025, here is an update to map 31. https://drive.google.com/file/d/1OJefw1SJzKludd-xuwFaNgxUr6nk01c-/view?usp=sharing Fixed the balance and improved visuals a bit. Also fixed one small bug. Posting in dev thread, since that feels more appropriate. Btw, isn't it time to abandon unsubmitted maps and just roll out a final release of the CP? I honestly doubt they are going to be submitted ever and it's long overdue anyway.
-
Finished it just now, very fun set! Map 05 is a highlight for me personally - amazing concept and atmosphere, it feels very unique. I was getting some strong Dino Crisis 2 underwater levels vibes from it :)
-
Charybdis Map 01 UV-Pacifist in 0:25 - charybdi01p025.zip Map 02 UV-Pacifist in 0:53 - charybdi02p053.zip Map 03 UV-Pacifist in 1:41 - charybdi03p141.zip D2All UV-Pacifist in 3:17 zip: charybdi2allp317.zip video: https://youtu.be/2LvRQ8n7G2c