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Everything posted by ivymagnapinna
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Forsaken Compound [DOOM Episode 1 Replacement]
ivymagnapinna replied to ivymagnapinna's topic in WAD Releases & Development
Hello, to anyone following this post I should let you know that I updated the download to a new version of the wad with slight fixes to E1M5 and E1M6, if you had already played the previous versions of those maps. -
Forsaken Compound [DOOM Episode 1 Replacement]
ivymagnapinna replied to ivymagnapinna's topic in WAD Releases & Development
This review is wonderful, thank you very much for writing it and for introducing me to your blog! Always nice to find someone who writes in detail about my number one interest. I'm glad my final two burnout maps didn't drag the experience down as a whole. And yes, you can certainly call me Ivy, that is my preferred name after all (magnapinna isn't my last name, it's a genus of squid I took up as a username and merged the two at one point) -
Forsaken Compound [DOOM Episode 1 Replacement]
ivymagnapinna replied to ivymagnapinna's topic in WAD Releases & Development
Having my wad reviewed on a wad tumblr sounds great, I'd really appreciate that! To respond: - E1M1 is decently bigger than 1024x1024 (if that's what you mean by "1024 map"), so no. - Yeah, some of my secrets are pretty obtuse. There is a red keycard in E1M3, did you just still not find it or did those doors still not work even after you picked it up? I just checked and they do work when you have that key. - Glad you like my architecture/geometry, I feel kinda proud that my work comes across as distinct from most UD wads (pretty much all my inspirations here are Doom 2 wads, 10x10 in particular) - Glad you like my attempt at a BFG-spam type map as well -
Forsaken Compound [DOOM Episode 1 Replacement]
ivymagnapinna replied to ivymagnapinna's topic in WAD Releases & Development
Alright, thanks for confirming that. Glad you still like the set as a whole, and just for everything you've said, I'd rather be aware of these sorts of issues/gripes people have than be in the dark, so thanks. -
Forsaken Compound [DOOM Episode 1 Replacement]
ivymagnapinna replied to ivymagnapinna's topic in WAD Releases & Development
Yes, E1M8 (not MAP09, this is a UD wad, remember?) was rushed. I was getting burned out on mapping at the time and felt like I would rather just finish the wad with what ideas I had even if it wasn't perfect. Since that map slot has a built-in mechanic for killing all Barons I decided to build something around that. I'll admit it wasn't that interesting. Not liking the visuals I did is valid but I think that's down to personal taste. Also, the low-health-exit was intentional, as I decided to use the sector special that exits the player once they reach low health, like in the bad exit of Plutonia MAP11. I'm glad you liked the rest of it regardless. To respond to your issues: -
Forsaken Compound [DOOM Episode 1 Replacement]
ivymagnapinna replied to ivymagnapinna's topic in WAD Releases & Development
Thank you very much!! I mostly tried my hand at UD mapping because I felt like the fewer options that come with the limited enemy/texture variety would force me to actually finish a project for once, so I'm glad that turned out to be a good decision. -
Embraced.wad {MBF21} 3 Maps - idgames release!
ivymagnapinna replied to Treehouseminis's topic in WAD Releases & Development
I beat MAP01 of this this evening and I already dig it! I'm not that well-versed in this style of mapping but regardless this is one of the prettiest maps I've ever played - the mix of blocky, inhuman architecture with the plants and water and wood textures, all highlighted in that cold, cold green... there's a real alien beauty to it. It also plays very nicely, I like how some of the geometry reacts to what you do, especially when the cyber is sniping you down and your cover is lowering away on either side, right up to the moment you can escape, it makes for a good dramatic moment. I also found it surprisingly manageable for me on UV! (unless I had picked HMP by accident lol), very eager to play the next ones! -
Forsaken Compound [DOOM Episode 1 Replacement]
ivymagnapinna replied to ivymagnapinna's topic in WAD Releases & Development
Sorry about that, the download should public now. I was a bonehead and forgot to set that lol -
Forsaken Compound [DOOM Episode 1 Replacement]
ivymagnapinna replied to ivymagnapinna's topic in WAD Releases & Development
ty!!!:D and thanks again for being this wad's biggest fan as I was working on it, the playtesting really helped -
Forsaken Compound is a limit-removing E1 replacement wad for Doom 1. There's a mix of action/slaughtery gameplay and more simple, atmosphere-oriented parts that require some thinking, overall intended to be more difficult than normal Knee Deep in the Dead-style mapping, as well as more visually distinct and varied than that episode. Texturing is all done from the IWAD with an excellent custom palette by Dir, and some sound replacements from Doom 64 and Doom 3. Testing was done with PrBoom+ and DSDA-Doom, intended for singleplayer only. Your port also has to be compatible with UMAPINFO. Difficulty settings are implemented. Note that this wad was not intended for mouselook/jump/crouch in GZDoom and using it may cause some progression breaks/unintended stuff, but play how you want. Music credits to: Lippeth, Dragonfly, Cammy, L.A. Sieben, Snaxolotl, Jimmy, Varis Alpha, Tristan Clark, Xulgonoth, decino, Lee Jackson This is my first major wad release so any and all feedback is much appreciated, and big thanks to fefor and others in the Entryway discord for supporting my project! Download (now on idgames!!) https://www.doomworld.com/idgames/levels/doom/Ports/a-c/compound Screenshots [more + map list below the spoiler cut]:
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Bloodworks - Short and Simple Doom 1 Map
ivymagnapinna replied to ivymagnapinna's topic in WAD Releases & Development
I really appreciate your comments and I'm very glad you had fun with this one! I've noticed some other people have similar problems with the progression being a bit confusing as you did, and I've set this to be the E1M1 of a larger project of mine so I'll try to fix it up a bit in that regard with light cues and such once I release that, and just generally keep it in mind for future mapping. Thanks a ton for the playthrough! -
Screenshots for my WIP Doom 1 set
ivymagnapinna replied to ivymagnapinna's topic in WAD Releases & Development
Thank you! I've got every map done except E1M8 now, that and E1M9 I don't wanna post screenshots of since I feel like they'd be the best to experience blind. I should have it all done early next month, might post it in the discord for playtesting then as well -
I wanted to share some nomo screenshots of my work-in-progress wad, a limit-removing Doom E1 replacement called Forsaken Compound. Credits to Dir for the custom palette used here, I think it does a lot of heavy lifting. E1M1-E1M7 are shown here. Taken in dsda-doom, more below the spoiler cut.
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Pleasure to come across you here, Doomspoons! These models all look great so far, I love Doomguy's especially, he's got some really nice shapes to him. You've probably thought of this already but it would be cool to reference the MARBFAC2 texture when you're doing the Archvile, I love the weird face tubes it has here and it would be cool as hell to see those translated into 3d.
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Sundown - Single Doom II map [CL2 - Limit Removing]
ivymagnapinna replied to fefor's topic in WAD Releases & Development
This was a really fun one. The whole look and feel of it is great, I love the texturing, music choice, sky, the contrast between above-ground and underground areas, the rocket launcher-heavy fights, and the shadows and architecture are very clean. Didn't find any secrets until got to the end so I'll probably replay it sometime with them in mind, but it's perfectly doable without them. Very solid map, like it a lot <3 -
to be honest, the Baron of Hell - most of the "asshole" enemies (Archviles, Pain Elementals, Chaingunners, etc) are they way they are because they're meant to put a lot of pressure on the player and you can do some really cool stuff with them (in an evil way, the best kind of cool), but Barons are kinda just walls with health. Not to say they're bad, or can't be used well, just more boring to fight on average.
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Just finished map01 of this and it's already incredible. was somewhat difficult for me on hmp and I'm not as familiar with this whole genre of mapping so it might not end up being for me, but everything still felt satisfying to beat once my bonehead self figured it out and I really really love how it looks, very Sunlust-y. great stuff!
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Bloodworks - Short and Simple Doom 1 Map
ivymagnapinna replied to ivymagnapinna's topic in WAD Releases & Development
thank you so much!!!!!! I'm very glad my attention to detail came across well, that's a very fun part of the mapping process to me and I think the limit of just IWAD textures really made me wanna get creative with the walls full of skulls and faces and stuff, I played a little bit of the 10x10 Project and I think some of the styling of that rubbed off on me here. I'm working on a full E1 replacement with maps like these (this one is gonna be its E1M1 I think) so hopefully that sees the light of day... your comment made me very happy (and the reception this is getting in general) and i really appreciate it:) -
Bloodworks - Short and Simple Doom 1 Map
ivymagnapinna replied to ivymagnapinna's topic in WAD Releases & Development
Wow, thanks! Very glad you liked it and very much appreciate your comments:) -
[UPDATE: This map was reworked as the opener to my larger project, you should probably play that instead!] This map was an exercise for me in actually finishing and uploading a project for once and I'm quite happy with it even though it's pretty small. (if it seems kind of good for a "first map", that's why. it isn't one) A cramped, bronze techbase with fleshy undertones and a steady flow of blood. Single level, all IWAD textures helped greatly by a custom palette, mostly a focus on good atmosphere/architecture and combat that shouldn't be very challenging if you can beat Doom 1/2 on UV. Download: https://www.doomworld.com/idgames/levels/doom/Ports/a-c/bloodworks Info: - IWAD: Ultimate Doom - Maps: E1M1, E1M2 (aka the don't go to nuclear plant one) - Balancing for HNTR, HMP, UV - Limit-removing (at least, it should be as it's in Doom format) - Tested with: Prboom+, GZDoom (if you're playing with the latter, no jump/freelook/crouch pretty please) - Credits to Lippeth for the plutmidi and Dir for the custom palette
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