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About Max-ko-khan
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1k1k - A COMPACT Doom 2 Community Project [RELEASED]
Max-ko-khan replied to Yop's topic in WAD Releases & Development
Updated it to fix that -
1k1k - A COMPACT Doom 2 Community Project [RELEASED]
Max-ko-khan replied to Yop's topic in WAD Releases & Development
apologies for the wait, but MAP14 is pretty much done. MAP NAME: Bloodyard MAPNO: 14 MUSIC: Black Inferno - James "Jimmy" Paddock from Overload TEXTURES USED: Vanilla DM2, 32-in-24 Additional Notes: Ngl this was a lot harder than i thought, could've used the space a lot better but i like the outcome. Screenshots: 1k1kCPMAP14.zip -
1k1k - A COMPACT Doom 2 Community Project [RELEASED]
Max-ko-khan replied to Yop's topic in WAD Releases & Development
I see that MAP14 is free can i take it? Also just a question what is the asterisk next to the 1 for? -
Having now played this i can safely say this is pretty good. but not without so some issues. the distinct lack of healing makes me wince, and the concept of using only a shotgun is nice but i found myself relying on the chaingun 90% of the time for literally all of doom 2s roster. But my god the bits of attention to detail are amazing whether it's the pickaxe and shovel in the small cave, the window texture being used as grates for the water flow outside, the small lavafalls. It's just little detail after little detail i noticed. And map02 from what's there is really promising with even more little details. The aforementioned details of map01: I think map01 could use some lighting from the torches namely here: but other than the problems i mentioned with healing and monster usage, i had a real good time with this and i'll be sure to keep my eye on this for when map02 is completed :) Well done man.
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I have made a new version here AMALGOOM_MAP17-MAXKK.zip Changes imps to Chaingunners as per your suggestion, as for the final room i had no issues during testing with difficulty but i have changed some monsters to not appear on hmp in that final room to make it easier. also changed the caco-slaughter so it should be less intensively loud by reducing the number of cacos and swapping some out for revenants. OR if that don't suit your eardrums just turn down the volume and it'll be a non-issue. As for this "soft-lock" in yellow door room with the elevator it's not even a thing. Just press on the elevator and it will come down i have tested this over and over. As for slime trails i'm unsure of how to fix them as i've never encountered them before
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what are you working on? I wanna see your wads.
Max-ko-khan replied to everennui's topic in WAD Discussion
at the minute, just wrapped up my entry into a community project and started work on my stuff again. From Maps 1 and 2 respectively. Bloodfalls will be swapped for water eventually :)- 9895 replies
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I have updated this post with a new download for the new version, which has the outside area with hanging corpses from e2m7, as a secret + an invuln as well as difficulty scaled enemies. Graphically wise it's still the same, i saw no need for some extra detailing as it seemed good enough as is. GL with the rest of community project, i will take my leave now unless there's something damning that needs to be fixed.
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Right it's done. MAPNOTE: This is my second map. ever. I kept referring back to the original post over and over to see if i got i'm actually understanding this right, but i think i got the premise of "amalgamation". It's abhorrently long around about 14-15 minutes, pretty generous on healing and power ups and a good monster count to boot. You also shouldn't feel like your running low on munitions until the end. Also the name is ass and doesn't at all reflect this stitched together abomination one bit, though i guess it's better than Spawning Tenements, Tenements Vats. Tho Tenevats is pretty good *wink wink* MAPNAME: Apartments MAPSLOT: 17 MIDI: Waltz of the Stalking Healer - By Me (Simple instrument swap of Bobby Prince's 2 tracks, The Healer Stalks and Waltz of the Demons.) DOWNLOAD: AMALGOOM_MAP17-MAXKK.zip
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AMALGOOM (OST) needs Composers
Max-ko-khan replied to Johnny Cruelty's topic in WAD Releases & Development
Please mark MAP17s The Healer Waltz / Waltz of the Stalking Healer as dealt with. I've done it, it's literally in the same file as I Sawed the Archvile and Evil at Dooms gate :/ ALSO if you're allowing my contributions for the ost please state that they can use the instruments of one of the tracks for another but the "your goal isn't to style swap... well you can for SOME, but to simply blend the melodies together into something new yet fresh." makes it seem like my tracks weren't following the rules, as i simply "swapped" the style of i sawed the demons with The Healer stalks, that could be a style swap or is it that i can style swap but only with the alternate midi? -
i've done the midi for map17 and Map01, used the instruments of Healer Stalks and put them into Waltz of The Demons. It works, very subdued less bombastic than Waltz which fits because ths is a subdued track, the electric piano contributes the most to this with the brass taking the place of the xylophone. Map01 used the same process, i'll drop them when i've got a good collection going (just 1 more lmao).