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scrm builds Doom Maps! (2024-06-17 - New Map!)
scrm replied to scrm's topic in WAD Releases & Development
While I was wrapping up the previous map, I was beginning to get tired of complex and difficult set-piece-y fights and wanted to make something simple to play and simple to build to wind down. I also still had cc4-tex lying around and wanted to experiment with building a map with a nature theme. Fast forward a bit, and I can now present... Creek Download: creek-2024-06-17.zip Screenshots: Replaces MAP14. Should be a pretty short and simple map, with a focus being more on the environment. The forest area was inspired by an area in Witchell, a map which I played on Doomworld. Once again, Doom 2 format, requires a limit removing source port to play. I tested it mostly with dsda-doom 0.27.5 with complevel -2, and Crispy Doom 6.0.0. It should be fine to play with mouselook, but jumping can break the map quite significantly. My main concern with the map is navigation, since it's a small map, but the layout also ended up quite complex and twisty. Oh well. I hope you all enjoy. Once again, any feedback is highly appreciated. -
Decomission - [1 Limit Removing map / RC2]
scrm replied to Breezeep's topic in WAD Releases & Development
Oh hi. I really liked this map. The detailing was very good and the attention to lighting really stood out. I also liked the palette change. It's subtle, but tasteful and gives the map a whole different flair. breezeep-decomission-rc2.zip Blind demo recording, dsda-doom v0.27.5, -complevel 2. I couldn't find any secrets and missed a bunch of kills. If I do have a complaint, I guess it's that it's too easy to forget about some blue door earlier in the map. I also didn't see the red key and only spotted it when rewatching the demo. At any rate, it's a very good map and I enjoyed it a lot. -
scrm builds Doom Maps! (2024-06-17 - New Map!)
scrm replied to scrm's topic in WAD Releases & Development
Thanks so much for playing the map! I'll be the first to admit that this map is probably the least fair to a blind playthrough. Encounters also somehow have a shocking ability to go haywire very fast from my experience. The next map I'll build will be simpler and easier. Current Version: scrm-ko-snotbase-rc-2024-04-06.zip I implemented difficulty levels and added some more decorative structures to the outskirts of the map. It's hard to find a balance of making it look interesting without going overboard. It also all gets squashed down to pixel vomit on Crispy Doom anyway. Oh well. Based on your playthrough video, I also made some changes to the legibility of the map: I removed the deadly pits in the starting building. They just seem like an unnecessary and mean-spirited gotcha for first-timers. I made the path to the SSG more obvious. It's a serious "fun gate" for the level, so I cannot afford players missing it at all. I removed that tiny red light from one of the walls. There's no real secrets in the level, in part because I realized that I went overboard with detailing, and trying to pick apart something significant from some random piece of wall greebling would not be feasible or fun. That red light looked too much like it should be significant. I added switches to open the two barred health caches in the final building. Being able to interact with the bars directly doesn't gel with the rest of the map's design language at all, when you always use switches to open bars. I'm getting about ready to wrap the map up. I'll still implement changes based on feedback I get. I might also add some more decoration to the outside of the map, but after that, I'm ready to move on. -
scrm builds Doom Maps! (2024-06-17 - New Map!)
scrm replied to scrm's topic in WAD Releases & Development
Yo, I got a new map. Waste Disposal Planet scrm-ko-snotbase-rc-2024-03-29.zip Replaces MAP 18. Made for the same community collab as the other one. Small, somewhat mean map that should take around 10 - 15 minutes to beat. It's also honestly probably less fun than the other ones. Once again uses textures out of cc4-tex.wad and a Mark Klem MIDI. UV monsters only currently. The map will likely undergo more visual and gameplay changes. Any feedback is highly welcome. Doom 2 Format, tested mostly with dsda-doom 0.27.5 and -complevel 2. More Screenshots: -
Well, it's a pretty simple and basic map, but I liked it. It feels very 90s with in its architecture and design, but not in a bad way. I liked your Doomcute. I couldn't spot any obvious technical problems other than the blue key door not being unpegged. Quick demo, recorded in dsda-doom with complevel2: Scoutdy-UAC_facility_0_01.zip Not much to mention. I went back after finding the exit and realizing I hadn't found a single secret, and at least found the Supercharge. Keep at it!
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Hell Peek 2.0 - Single Vanilla Map for Doom 2 - Now on IDGAMES
scrm replied to ARMCoder's topic in WAD Releases & Development
This was a very cool map. The architecture is pretty good and the texture usage was quite varied without ever coming across as garish. The one exception was maybe the final area, but it works there, and it does resemble the original IWADs that way. Finding secrets was also a lot of fun, and there's plenty of them in the level. The combat was also a lot of fun, with some quite interesting encounters. The final area worked very well as a boss fight. Those little cubbies work really well as place to think and plan your strategy. My one complaint maybe is that you're a bit too generous with megaarmors. You really don't need that many to complete the level. I was also tripping over way more ammo than I could pick up. Demo recording: ARMCoder-hellpeek.zip Before this, I had a really stupid death to the first pair of Barons because I couldn't dodge. Everything after that part is blind. Recorded with dsda-doom-0.27.5, -complevel 2. Great job! -
None Like It Hot! - A single vanilla DOOM 2 map
scrm replied to LerxstInWonderland's topic in WAD Releases & Development
This is a fantastic map. The visuals, fights and progression were all really good. The atmosphere was incredibly thick, and gave me a serious dose of claustrophobia and anxiety, in no small part thanks to fairly challenging gameplay. Platforming over lava with so little health to go around is very tense. I think my favorite section was raising the platforms to the Yellow Key, along with the fight that happens after you drop down into one of the trenches, with the lowering Mancubus. It was an unexpected twist and forced me to readjust on the fly. I recorded a demo. I had two early deaths before this attempt. Knowing how difficult it was gonna get, I didn't think I'd be able to do it saveless, but I'm glad I did. LerxstInWonderland-NLIHv3.zip (dsda-doom-0.27.5, -cl 2, 100% kills, 50% secrets) -
In 2002, when I was about 7 or 8 or so, a friend brought over a copy of ZSNES with a bunch of games loaded on it, one of them being SNES Doom. With no context to what Doom was, the game felt very unique and imposing. Young me felt very overwhelmed by the 3D environments and first-person perspective. The display resolution of that port probably didn't help. I couldn't get too far into it, but at least I made it to level 4 once. At some later point, I finally downloaded the shareware version of PC Doom, casualing my way through Episode 1 on ITYTD with keyboard aim, before getting to the barons, who promptly clawed me apart. I just figured they were intended to be such a jump in difficulty I didn't even try beating them a second time and just quit. Only later, around 2015 or so, would I finally buy Ultimate Doom, and later Doom 2 and Final Doom and properly get into the game and the Dooming scene.
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WITCHELL, a Singleplayer Level For TNT (Boom Format)
scrm replied to mrthejoshmon's topic in WAD Releases & Development
I really liked this map. I liked the open-ended nature and the exploration. The map has a really great and ominous atmosphere, thanks to the different areas, custom textures and music choice. Later on, it really made me anxious for what would be next, even though the difficulty was not that high. The visuals were also very well done. The different areas all looked distinct and like they were introducing something new just often enough for me to never get bored of anything. The white marble area towards the end looked especially otherworldly and cool. It all worked together well, without ever feeling over-detailed. I found myself struggling for ammo every now and then. Sometimes I would have more than enough, at other times, I would run short of everything and had to backtrack for a long while to find more ammo. Unfortunately, the map broke for me at the end. The walls with tag 13 simply wouldn't lower for me. Looking back at it, it was probably because I was playing in -complevel 4 instead of -complevel 9. D'oh. Not a mistake I'll do again. I still rercorded a demo. Maybe it's useful to you. Features copious amounts of the aforementioned backtracking, along with me acting like a dummy in a couple of places, plus the softlock that was my fault. Regardless, I really enjoyed the map. Edit: Replaced demo with the correct one. mrthejoshmon-witchell1.zip -
scrm builds Doom Maps! (2024-06-17 - New Map!)
scrm replied to scrm's topic in WAD Releases & Development
Ayo, thanks for the responses, y'all! It's such a rush to see other people play these maps. The demos/videos are also very useful to me, thanks for taking the time to record them! It's interesting to see where people look, where people go first, how they react to combat scenarios and where the maps get janky. Really appreciate it! I hope I'll have something new to show in the near future. Free time and energy are the main things keeping me back right now. -
hi I'm scrm, and I started getting my hands dirty with Doom Builder last year. I have a long history of unsuccessfully trying my hand at mapping for various games (mostly GoldSrc and Source Engine-based) while being able to finish very little, so I'm stoked to actually have some finished maps to show right now. Here's what I managed to build so far: scrmswad-2024-03-29.zip contains two random maps I built for myself to learn Doom Builder. Replaced are Maps 01 and 17. They're completely vanilla, and there's no connection between the maps. You're expected to pistol start each level. scrm-ko-1-2024-03-29.zip contains a map that I built for a collab hosted in another community. It replaces MAP 21 and uses a Mark Klem MIDI and custom textures out of cc4-tex.wad. scrm-ko-snotbase-rc-2024-04-06.zip contains another map for the same collab. Replaced is MAP 18. Also uses a Mark Klem MIDI and cc4-tex textures. creek-2024-06-17.zip a small simple map with a nature setting using cc4-tex.wad. Replaces MAP 14. All maps require a limit-removing source port to play. They were extensively tested with various versions of prboom+ and dsda-doom, with -complevel 2 enabled. In terms of gameplay, they're also fairly vanilla maps. I took most inspiration from the official IWADs, as well as from some of the Master Levels. Difficulty-wise, they shouldn't be anything to worry about. I'm a scrub at Doom 2, and I designed the maps such that I could comfortably beat them without saves, so they are generally very tame, short of a few fights that might be a bit mean if you're not ready for them. Without further ado, here's some screenshots for your pleasure: Imgur Album with more Screenshots I'm still very new to the Doom Mapping game, so I appreciate any feedback that you guys give me. I hope to build more maps in the future. When I finish something, I'll update the thread with new maps. Until then, cheers, and I hope you enjoy the maps!
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