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Heretic926

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About Heretic926

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    Fiery Boy
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  1. Slug Rifle also consumes one shell, which makes it even more busted with 300 damage it deals. I agree with Lina here, it should fire and also consume two shells - it would be much more balanced.
  2. I wanted to make reviews for some WADs I played or will play in the future for quite some time now. And that time has come. +++Machete (there's a lot I want to say about this masterpiece) +++Nostalgia 2
  3. That's a great map! It's amazing you managed to fit so many doom-cute instances and extensive texturing into such a small map while making those elements not obstructive. Combat is quite thoughtful too, despite low monster count; IMHO, the map feels kind of empty, so you can probably sprinkle some low-tier monsters here and there. In any case, that's definitely a worthy submission!
  4. I actually had a conversation with @knifeworld about the state of this project couple of months ago. He agreed to help with playtesting and ensuring future maps are more up to the modern TNT-inspired standard. I put a lot of effort in my three submissions for this project (with fourth in WIP state), considering they were my first Doom maps. Since then I started to tinker with textures and trying to compose MIDIs, I think it would be helpful. I am pretty much ready to lead/co-lead the development, if necessary.
  5. Recently, I found myself making various edits. I didn't plan on doing any graphics, but here I am! I was checking the unused Doom textures, and one flat caught my attention because it looked like some sort of crate, so I decided to turn it into one (the original graphic is in the top left corner): They even have their own numbers! After I made them, I recalled that TNT has custom crates, so I quickly made some edits. And corresponding flat, naturally. Feel free to use with credit. P.S.: Numbers are taken from Recolored Doom pack by Nick Baker, so props to him. Edit: found out that wide crates are one pixel wider than they should be, now they're fixed.
  6. New version of MAP31 is done, I hope it's the final one. The only notable change is replacement of timers with more conventional switches. Link is in the OP.
  7. I don't really know if that's possible, but I would love to see synchronized variants of sector effects 8 (Light Glows) and 17 (Light Flickers). Maybe even generalized light effects. It would allow so many possibilities for advanced lighting in maps!
  8. This would be ten times better than the actual Doom Eternal which just spams several waves of monsters on every arena instead of doing carefully calibrated layouts that give every monster type a specific purpose... like all the modern megawads do. Back to topic, I've been thinking about a community project akin to recent Doom 2 in City Only, except the general theme would be good old Hell. From classic marble hallways and red brick castles to fleshy abominations and ominous voidscapes - there's a lot of potential here!
  9. @A2Rob You don't mind if I change the map name? Savage Garden V2 changelog: Adjusted the timers for both rocket launcher/plasma gun fights Some difficulty changes for HNTR and HMP Added soulsphere to the plasma gun fight and second blue armor to the RL fight Rebalanced monster teleporters in second half of RL fight Arachnotrons now respawn after the player grabs the blue key (UV only) Final fight got some changes: Removed some cacodemons in second half Added four more archviles to the final fight (believe me, that's enough) Replenishment items/powerups now appear at the start of second half (items are different for each skill level) Made a couple linedefs monster-blocking so the spiderdemon had more chances to be effective in fight Adjusted couple of things to (possibly) prevent archviles from launching the player out of playable area (just in case, that's unlikely to happen) That's all the changes IIRC. Link with the updated file in the OP. P.S.: I'm surprised you haven't recognized the plasma gun fight, that one was straight from Machete's MAP16 :P
  10. God please forgive for that abomination I'm about to post @A2Rob I finally finished the first release candidate of my map. Feedback is very appreciated and needed. Map name: Savage Garden Author: Heretic926 Intended mapslot: 31 MIDI: "Vinefort" by James Paddock (from BTSX Episode 2) Source port used: GZDoom 4.11.x, DSDA-Doom 0.25.6 (-complevel 9) Difficulties: UV only for now Co-op starts: none DM starts: none Author's notes: Inspired by fifth episode of Scythe 2, this is a slaughter-lite level. I tried to make this map 10-15 minutes long at max, since the goal of this project is to make nice, short, punchy maps. Can't tell how well I imitated Erik Alm's style, especially in terms of combat, but I hope I did good enough. At least it would fit as a super-hard super-secret map (I would recommend to change the slot from 31 to 32 since this map is intended to be the hardest in whole megawad). https://drive.google.com/file/d/1usnXbEr25kkIGaKNTW3siFy-o1WSDr53/view?usp=sharing
  11. Machete, Going Down, Plutonia 2 and Nostalgia are what I enjoy replaying the most. Especially Machete.
  12. Yeah, I don't think I can post my map today, but I'll try to get it done in two or three days.
  13. Status update: Egyptian theme didn't really worked out for me, so I restarted the map. Decided to go with Earth Jungle episode from Scythe 2; I'll finish the playable version of the map on April 1st and will do bugfixing/balancing after the feedback (if allowed of course). WIP screenshot below.
  14. @A2Rob About time I show something about my map that I'm currently rushing. Set on a "super tough, super secret map" based on the Egypt episode of Scythe II (since it's my favorite). I'll try to get it in playable state until the deadline, but you're free to pick it up if I will not deliver it on time.
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