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NickMP

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  1. Version 3 has now been uploaded to and accepted into the idgames archive! Thanks to everyone who's given my wad a try!
  2. I'll definitely be making more stuff in the future; I think I've been hooked on Doom mapping for life. Yeah the Shotgun's timing is pretty strict, I based it on the vanilla shotgun having a 3 frame delay between pulling the trigger and the damage coming out, in this wad after those 3 frames are up, is when the game checks if you're still holding the fire button and decides between a mini-missile or a shotgun shot. I did consider alternatives, but in the end just went with the current design to keep the Shotgun's animation/timing the same. Edit: Okay just looked back at the dehacked, the timing window is 5 frames, which isn't the same as vanilla. (Although total animation time is the same). I'll look into it and probably increase the window by another 2-3 frames if it doesn't hurt the animation look for the final update. Haha, glad you're liking the wad! And yeah, a lot of this wad was me kind of using it as a "stepping stones" project to get used to what you can do in Doom modding. Regarding Map06
  3. Alright, attached a Version 2 update to the original post that fixes the MAP07 crash, and every other technical issue I'm currently aware of, it also contains some graphical updates that I ran out of time for the deadline I set for myself for the initial release. Going to take a look at getting midi audio balanced better and try and see if there's any other issues before uploading a final update to the archive. Thanks to everyone who's played my wad so far, and all the valuable critique/bug reports!
  4. Which version of DSDA were you using? If it's more recent than 0.26.2 I'll look into it and try to figure it out and get it fixed.
  5. I realized how to make the ending of my MAP22 look at lot better, and also found a number of texture/flat mistakes I'd made, and merged some moving sectors so they aren't as loud, so I wanted to post this update to my first submission! HMH MAP22 V2.zip
  6. And here's my MAP16! Map Name: Flittering Ruins MIDI: "Terran 1" from StarCraft Test in: DSDA-Doom 0.26.2 (CL-9) Co-op is fully supported, and difficulty is implemented using both different items/monster compositions, as well as utilizing the fact that Teleport Destinations respect difficulty to use different boom scroller scripting with each difficulty, leading the player on completely different paths/fights throughout the level, and with each difficulty having a unique exit. I have some concerns that HNTR and HMP may be too intense for lower difficulties, so any feedback is appreciated. As with my previous submission, the included .WAD contains a DEHACKED lump implementing the Lost Soul HP reduction, a UMAPINFO lump defining the maps name, music, and par time, and the MIDI file itself. HMH MAP16.zip
  7. Echoing what others have said, I think the current stipulations posed in the opening post are sufficient, I feel that currently the project's 'identity" is that each difficulty will have the same total HP to get through; the current concept might not be felt that strongly player side, but I think it's okay if a map sets gimmick is "gentle" like that, and for me personally, it's been a really fun mapping exercise.
  8. Here's MAP22. Map Name: Slumbering Leviathan MIDI: "Misty Menace" from Donkey Kong Country Tested in: DSDA-Doom 0.26.2 (CL-9) HP Count is technically 750 above budget due to the use of 3 Icon of Sins in the ending sequence but given they're only there as explosion props I assumed they could be excluded from the budget. Coop is fully supported, difficulties are implemented via both extra/stronger items and changing monster composition to feature the same total health but easier combinations. Included embedded into the .WAD file is the MIDI, a UMAPINFO lump defining the maps name, sky texture, MIDI, and par time, as well a dehacked lump implementing the lost soul health reduction for testing purposes. Making this map was a lot of fun, so I'd like to also claim MAP16! [EDIT: I posted an update to this map; please see this post for latest version.] HMH MAP22.zip
  9. Hello! Welcome to The Human Condition, my first Doom project that I've spent the last 14 months off-and-on working on! Technical Details Requires: MBF21/cl21 + UMAPINFO + MUSINFO compatible port IWAD: Doom2 Comp-level: 21 Map Format: MBF21 Difficulties: Implemented Co-op: Player-starts only Deathmatch: No Source Port used for testing/dev: DSDA-Doom 0.26.2 Maps are designed for Pistol Start or continuous play, and most maps focus on short punchy combat in cramped spaces, comfortably being UVMax'd from a pistol start in between 5-10 minutes. (Most par times are my personal UVMax times rounded up to the nearest 5 seconds.) Ultra Violence is the "intended difficulty" and I think is overall just a bit harder than The Plutonia Experiment (though the wad starts off much more gently than TPE, it has some intense spikes in the last third), HMP should be around Doom 2 on UV, and HNTR should be around Doom 1 on HMP. Additionally, there are some new enemies, and lots of the heavier enemies now drop some ammo when killed, finally all but 3 of the players weapons have been modified! Weapon Changes The wad also sports a custom soundtrack, consisting of 42 songs I composed myself, which can be listened to in advance here: Screenshots Download https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/thc Version 2 Changelog Version 3 Changelog
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