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worldoffood

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About worldoffood

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  1. One of the monsters for my WAD called a titan. Basically a combination of the Heirophant and Hellion from Vault667. I didn't come up with any of the original sprites, but the scaling and combination looks pretty good imo. Needs tons of cleanup though as the legs had to be stretched to fit. Also added some gore to the Zombie Fodder gibs cuz they were very tame lol.
  2. Hey! Finally finished this one. Some of the maps are very long so it took a while lol. Amazing work everyone who contributed!! Each map has an interesting take on the concept and combat was very challenging but fun throughout. Map 23 is very beautiful but absolutely massacred my framerate lol. Very cool secret levels!! Anti-life looks incredible, absolutely nailed the color scheme. The legos are a nice break. "Crypto Crash" is especially flashy! But I also kind of prefer the more old school design of the others. Map 09, 20, and 22 feel kind of unfinished? None of the fences in 22 are marked as impassable so got soft locked a bunch. Also no map 19? I was on RC4 though so it's possible they have been updated. Map 33 doesn't feel out of place and could easily take the 19 slot. "Blur Affinity" is already extremely difficult and disorienting, but the gimmick makes it basically impossible. That one also hits the frame rate pretty hard. Map 28 is similarly difficult, but not having the timer the whole time makes it much more digestible. Love how exploration heavy a lot of the maps are! I enjoy searching and sightseeing more than combat much of the time. I find a lot of community projects can be pretty uneven in challenge, but this really doesn't have that issue. Starts off tough but stays consistent throughout, maybe slightly above my skill level. I am a big fan of the low key slaughter and secrets were really fun to find in all the maps. Hope you don't take any of these notes too hard, it really is incredible what y'all came up with!! Music choices were on point the entire time and fit each level well. If you want to keep the episodes more distinct it could be nice to add a selection in the main menu? Cheers
  3. Was going to give some actual advice, but if you're just making a troll map I won't bother. There are already a million of those out there. Each more annoying than the last. No thanks lol
  4. Newer WAD Island of the Killer Cacos map 13. Hilarious and RIP your framerate hahaha. Eviternity 2 is an obvious answer. It's amazing to go around to each episode and reminisce about the levels though. Being able the change the music and the easter egg make it very memorable. Any level that lets you wander around and explore a large area to decompress from the final map is a big perk in my opinion.
  5. Yes that it's it. Thank you! I thought I had lost it haha. Definitely would enjoy more maps like that. Going to watch this thread. Unfortunately killing the Icon automatically ends the level after a few seconds. That is a cool idea, but you would have to do with switches somehow
  6. Ahhh! I know the perfect map for this but I can't find it!! You get dropped at the bottom a super tall building in a large circle arena. Then you have to climb a long cliffside on the east side with lifts and sequenced fights. The whole time the icon is spawning monsters in the middle. You reach the top to fight 2 cybers then go through a teleporter that puts you at the top of the tower to kill the icon. Probably about 800 monsters but was still pretty short cuz you aren't really supposed to kill all of them. Wish I could remember cuz that was a sweet map!! Was a long time ago probably 2018 at the latest.
  7. Awesome set of levels! I've still got a few more to get through, but I really love all the classic maps. Each one has such a unique style and the level design is all very creative. Combat is exciting, cool arenas with a good level of challenge. Impressive details in a lot of these as well. My favorite though has to be Artifact: Land of the Cursed though. Obviously very early on, but I absolutely love exploration and rpg based Doom. Pretty recently played through Inquisitor 3D and would be very cool to see stuff similar to that. This scratches a similar itch. I hope the artist keeps working on it!
  8. Hey awesome WAD! But also what the fuck was that credits map lmaoooo! I actually managed to beat it single segment, even though my FPS dropped to single digits for a few minutes. :) Jk, but seriously great looking environments! Big maps perfect for exploring ancient ruins. Chamber of Time is certainly a highlight, though I guess the other maps have better combat. It's just a fun idea and the music changes add a lot of impact. Thanks for your hard work!
  9. A while back I went through and catalogued all the custom textures of the Descent community. https://drive.google.com/drive/folders/1C2EWRNWzImyww7CoyxYK44NwnmMgIAD0?usp=sharing Everything is 64x64 .bmp cuz that's what Descent uses, but that's pretty easy to tile into Doom. Especially if you're using flats. Check it out, there's some pretty interesting stuff in there.
  10. Awesome texture use! And the way the areas are spaced out makes it feel like a very real building.
  11. Rocket launcher item shows up fine! It even does the firing animation and everything, just nothing comes out. Looks like I'm running the most recent version of GZdoom so idk why it's not working either. I know it handles "decorate" code a little different than other ports though.
  12. Very good looking levels and combat is creative. Good challenge, but very manageable without mid fight saves. Unfortunately, the infinite rocket launcher doesn't seem to work in GZDoom and I'm too lazy to switch source ports. Still going to continue playing with vanilla weapons for the time being. :) Can't backtrack after the final fight in map 2. Overall great stuff and I look forward to playing the rest of it!
  13. I just checked and it looks like it's finally working! Thanks for following up. :)
  14. Oh, that's annoying. I guess their server is taking a long time to upload the file? Everything is submitted correctly on my end. Sorry! The download link should be active soon.
  15. Coming up on 2 years for this project. Still a lot to do but I can see the finish line! All but 5 or so levels are fully designed. I'm splitting my time between detailing, balancing, and finishing up the last few levels. My quality expectations have increased with each map, so I plan on going back and doing another sweep to really make everything stand out. Motivation comes and goes, but I have consistently been putting a lot of time here. Below is a photo of some of my most recent work on map 23. Bloodscorched v.94 release Upon further inspection, this isn't quite as "intermediate" difficulty as I thought. Experienced Doomers still won't have too much trouble. Sometimes I wonder if I'm putting too many secrets in my maps, but then I remember Doom 1 has like 9 secrets per level. :)
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