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JM_andtheArgonauts

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About JM_andtheArgonauts

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  1. Thank you! Can’t wait to watch. There’s a lot to learn from these comments and feedback. Appreciate it :)
  2. Well, can't pass up a one map wad that was getting so many good reviews :) That was fun, and very engaging combat... I haven't had the pleasure of playing Doom2016 or Doom Eternal, but this gameplay of switching weapons and problem solving on the fly was really fun and something I read that the newer Doom games have (especially Doom Eternal). Very intellectually stimulating!
  3. Thanks :) I really appreciate your help, and giving it a shot playing! Yes, it intentionally subverted the idea of "immediately get shotgun to enjoy game", and the level aimed to explore breaking expectations, while still maintaining a "Doom" experience. Which is maybe an impossible endeavor as decades of wads have set up those expectations and what is to be expected and assumed (and everyone has a different idea of what "Doom" is). The level is tuned for the more cautious, non-aggressive player that doesn't immediately start shooting at everything to win.... unless they're forced to be aggressive! Also, I personally wanted to create some scenarios that I would find entertaining (e.g. berserking through Zombiemen with strobe lights effects of gibs going everywhere... haha.) (Using "duck and cover" to avoid arch zaps, instead of the tried and true hide around a wall peek a boo.) (Running through chaos to have a shootout in a small bunker while all hell breaks loose around outside.) To your point, this level was an exploration of what would a Doom level be like if you did not immediately receive things that you might be used to getting at certain stages in a level. It's an exploration of textures, themes, events, situations, etc., without intentionally getting to far removed from typical Doom. There's most certainly other wads and levels out there that are more creative, more pretty, and just more successful overall; and this was something fun for me and HOPEFULLY others! Alas, thank you again for playing! It's a really fun experience of map making to problem solve how to create an idea/sketch using limited tools. It was made with Doom Builder 2, which seems to be a great way to learn the basics... from which graduating to more advanced editors will allow more advanced tools and scenarios.
  4. *********************** Story: Doomguy got captured and thrown into a guarded jail cell. But these Demons are idiots, and thought it would be easier to keep him close by to eat him later on their lunch break from their important jobs at one of Hell's most important TechCores. As Doomguy is lowered into the cell, he reckons that it's time to whack them hard with the boomstick..... but, he has to get one first. Damn pistol... It'll have to do for now. *********************** The Basics: - Playtime for blind-run is 20-25 minutes - Playtime for repeat runs after finding all secrets is 10 minutes. - IWAD: Doom II - Replaces Level 01 (so just boot up Doom II and hit that Start Game) - Secrets: 8 - Don't jump - Crouch if you really want to - Freelook if you want to - Ultra Violence Only - No deathmatch - Tested on DSDA, (comp level in DSDA is set to "Latest PRBOOM+) - Please note: If you Run GZDOOM, you won't have a sky or music :/ - I can't get the map title to show up in in-game even after watching videos, and getting help from the forum. (*If anyone wants to please help and open up the map in Slade and figure out why it's doing this, that would be awesome and Thank you.) Regardless, map is about as complete as I can make it, and should at least be at least polished with three play-testers! (made over the last 2-3 months in spare time.) Thank you so much for your excellent feedback and video play-throughs. @RataUnderground @ICID @thelamp CoreEntry.zip thank you, and I hope you enjoy.
  5. See photo, please. Chubzdoomer video has the text Green, but mine is red.... and the map name doesn't change. - Map Marker was renamed MAP01 (it was MAP09 originally), don't know if that matters. Any ideas? Thank you
  6. Let me know when you start one up. I would love to make a ridiculously fun map 😂
  7. 😂 that’s a great story. What next-gen high resolution game did you try playing? Haha
  8. And also remember the resolution of old TV screens was a lot lower. N64 looked amazing on the old box TVs from the 90s
  9. Imma let you finish, but Doom64 is the greatest N64 game of all time. second only to Top Gear Rally… …maybe Ocarina… (I kid of course, but I really do freaking love Doom64. Beat the game Soooooo many times back then, and it was awesome Nightdive remake with the extra 6 (?) levels that were longer. Anyone know the full story where the levels came from?)
  10. I want to try this….. should try UV? I’m incredibly bad at getting through the later levels of Scythe 2 on UV. I’m on map 21, and my goodness it’s a grind. I've beaten Sigil on UV with lots of saves along the way, and I beat the first map of Magnolia on HMP with lots of saves…. But could not at all progress in map 2 :( what do you think? I do not enjoy difficult grinds, but am intrigued by your maps! thanks
  11. I’m new to mapmaking and reading this helps to understand what people are looking for in a map/set.
  12. lol 😆 was looking for reaction explanations and found Mountain Dew. Today is a good day.
  13. Thank you again @thelamp really appreciate you playing it :) it really helped for further editing the level for final release later.
  14. I had two playtesters from the Playtesters thread, and they had some great feedback watching them play, and helped me see different ways to approach the fights. I adjusted Core Entry, but want your opinion as well before I release the final version :D Thanks @thelamp and thank you playtesters! @ICID and @RataUnderground !!
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