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About NickMP
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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
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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!
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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
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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.
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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
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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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