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Excellent set. As someone who mostly maps in complevels 9 and 21, i have no clue how you went about making so many of these puzzles in cl2, let alone vanilla, but on top of the impressive technical work, all these maps are great little bite-sized puzzles that aren't too tough but still make you sit and think for a bit. Full of great visuals and doomcute as well. Great stuff, keep it up!
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^^^^^^^^ Massively seconding interest in this, it gets especially icky-looking if you play at a lower resolution scale (like 200%) like me. I combine around 100 FOV with aspect ratio correction disabled for my look so this would be huge 👍👍👍
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This is a really nice layout! Looks like it both has a satisfying flow to it and a pretty automap to look at. Would love to see it in it's finished state and how you end up placing monsters, once the time comes.
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Revenant Hallway dot wad [Boom/cl9]
stephyesterday replied to Meowgi's topic in WAD Releases & Development
very few people closely followed my extremely detailed blueprint i provided. sad! (good wad play all 53 maps now) -
Have you done any challenge runs of the IWADs?
stephyesterday replied to DoomGappy's topic in Doom General
I really enjoying trying ironmans/d2all attempts and have attempted them on a few iwads, and write down my farthest map each time as a sort of high-score. Usually i do this with pwads, though, but for doom 2 i've reached map11 like this and for freedoom phase 2 i've reached map09. Not great records but hey, that's not as embarrassing as when i was ironmanning ichinichi and I died to shooting the barrel that says 'DON'T SHOOT' on it in huge red letters. pro tip don't shoot that barrel -
I'm a big fan of fights that require, or at least are made easier by, punching directly through crowds rather than corral them via circle strafing or similar movements. Big reason why I enjoy the early stages of macro slaughter fights like what you'd see in Junkfood, as that's often the case. All this to say this leads to a lot of weirder movements required to beat fights, especially when there's little to no room other than for you and the monsters, and to pick out a specific map that does this I'm going to point to... one of my own maps for jf3. lol MAP27 is a fairly weird rng-fest in how the fight actually plays out, as certain monsters always come before others but the variation in when they actually arrive is always different- but more importantly here, all the monsters spill out from the sides into the general center area, which creates soft walls of nonsense that are generally harder to deal with than the center. This forces you to punch through the center of the map for the most part, especially early on, and since each end of the map is circular, this often creates a figure-8 type of movement pattern. This of course requires improvisation as you play, and your exact pattern and flow will have to change depending on what monsters are in the arena, especially when the viles and cybers arrive. For examples that aren't narcissistic, MAP08 of Scorn by Bri is a great example of using viles to make you move in weird ways, as is the whole rest of the wad, really. MAP08 has a berserk tyson start, however, forcing you to maneuver around tight nooks and crannies while punching out hell knights and pinkies while viles stare you down, forcing you to hide in unconventional ways, as the map often does not give you the courtesy of conventional cover.
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How would you describe your mapping philosophy?
stephyesterday replied to NiGHTS108's topic in WAD Discussion
I map with a fairly broad stroke when it comes to genres and archetypes, so it was a little tough to nail down what I consider my main mapping philosophy, but over all I lean heavily towards claustrophobic/cramped combat and map design that forces a lot of space management to succeed. I often feel like that's one of the most effective and easy ways to make combat require heavy consideration and thought, but it also works well for the aesthetics that I often like to employ, as I enjoy making dungeon or prison-esque environments that make the player feel trapped or stuck in a place they have to slowly climb out of. Even in maps with no combat (I've made a few that are unreleased) I make platforming tight around corners and corridors to make the danger of falling or being shot at always a threat even when there's a wall to lean on. Generally I just enjoy making the player feel unsafe, even in situations where they otherwise might feel like they aren't in danger. Eventually I'll release more work that gets into this in more detail later but until then just pretend you can see what i'm talking about :) -
[MBF21] Rosy Rubicunda
stephyesterday replied to stephyesterday's topic in WAD Releases & Development
we're on idgames now! can i get some moths in chat :moth: :moth: :moth: :moth: :moth: :moth: :moth: link in the main post has been updated accordingly. :) ty for enjoying our little wad -
TOP 10 DOOM SPEEDRUNNER NAMES OF ALL TIME
stephyesterday replied to Kinetic's topic in Other Demos & Discussion
Local Disk (C:) always stands out to me as one of the best and funniest runner names out there. like hey your c drive is running ancient aliens and goodwad, that's why it's spinning so damn loud -
[MBF21] Rosy Rubicunda
stephyesterday replied to stephyesterday's topic in WAD Releases & Development
RC2 has been released! Changes a couple things to improve balancing with some fights, primarily with the inclusion of more armor. Should this not come with any more bugs (lol) or issues, it should be ready for idgames soon. downloab -
~ rosy rubicunda ~ A small 4-map (+ 1 intro and 1 credits map) collaborative wad between @OverflowingMocha and I. Features somewhat tough microslaughter and a cute color palette. Requires a source port that has compatibility with both MBF21 and UMAPINFO to function. Tested primarily with DSDA-Doom, however Woof and other MBF21 ports will likely work just fine. Screenshots: Map & Song List: Credits: Download!!! (now on idgames!)
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Junkfood 3 [MBF21, Slaughter] (idgames)
stephyesterday replied to Meowgi's topic in WAD Releases & Development
i am proud to be the nth person to reply to this legendary thread (It was a pleasure to map for such a fun project, easily the silliest and most fun Junkfood yet imo.) -
The Dean of Doom series (companion thread)
stephyesterday replied to Sunnyfruit's topic in Doom General
#JusticeforTerrariennANDPhoenyx I suppose that would be my only complaint wrt the video, Mt. Pain isn't quite far enough down the rabbit hole to enjoy some of junkfood's more odd and deranged offerings (most of the time, congrats xulgonoth lmao) but that isn't really a knock on him. I don't think Terrarienn's or Phoenyx's maps deserved the heat they got, but hey tastes change over time, maybe he'll come around ¯\_(ツ)_/¯