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volleyvalley

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  1. Once again bumping the thread as Beta 4.0 rolled in, here are some changes: - MAP21, MAP29 and MAP30 are now finished - Brand new MAP07, about 25% done - more new textures, by @Amaruψ - work started on the remaining unfinished levels (MAP04, MAP18, MAP20, MAP24 and MAP27) - Visual revamp on MAP06 is 50% done - Improved MIDI placement Hoping to also implement a .DEH soon, if we come up with names for all of the maps.
  2. Today I decided to get back into the habit of mapping after surgery, this is the secret area:
  3. Big and expansive secret areas.
  4. MAP09 UV-Speed and Pacifist run of "Sector 666" in 0:37. The .WAD: https://www.doomworld.com/idgames/levels/doom2/0-9/666 The demo with the .TXT: S666-025.ZIP
  5. That's because some of the levels aren't completed, hence the reason this is in beta for now.
  6. How so? What's the problem with it? Edit: Ah, I see it now. I'll try making a quick fix as soon as possible. Thank you for telling me! The second edit: Should be all fine now.
  7. Bumping the thread because of an update to the .WAD, some changes are: - The status bar, title screen, intermission screen, bossback and the credit screen have been added, all made by @Amaruψ - Some maps have been cleaned up, like MAP01 and MAP02 - Reimagining of MAP03, by @Risk - Work on the remaining levels has begun (MAP18, MAP24 and MAP27) - Brand new MAP29, by @Amaruψ There is also something hidden in the .WAD file, go see if you can find it! :D
  8. I did some work on my MAP24 of Torment Of Screams, this is the starting area. Hope it looks okay.
  9. My all-time favourite has to be Alien Vendetta. Looks gorgeous and plays fiendishly for it's time, and is an absolute classic. The same could be said for Scythe II, the 5-level episodic structure make it's themes stand out, and the combat also doesn't slouch! Especially in the last two episodes. Lately, I've started to love Bloodstain, it's a lushious blend of gorgeous detail and fun, frenetic action. I'm on MAP09 so far, yet I'm looking forward to what the next map will offer me, and to me, that's an valuable quality.
  10. Sorry for the late reply, I got caught up with a couple of things. I like the level, the variety and detail of the rooms is nice, as is the architecture, but it's a bit too symmetrical in a handful of spots. Some rooms have a few tactically placed windows, more favouring the hitscanners, which gives them a few good sniping spots. The combat is pretty good, giving you an reasonable amount of ammo, while the monsters threathening heavy damage, which makes the combat almost frenetic. The new imp variant is cool, although it doesn't add that much to the combat, aside it trying to scratch off your face! Overall, I liked this map alot. Your outspoken love for the Möller brothers shows, (if that was the intention) this looks something they would've built, if they opted for more open areas and more gripping combat.
  11. "Intermission From Doom" works pretty well for Doom's "Refinery", so I never could understand people who say, that this using that particular track in an level is odd, since it's already used for the intermission. In my opinion, this track works better in levels.
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