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Arno

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  1. I played some more maps with dsdadoom on ITYTD. Getting Smaller @TJG1289 Nice mix of outdoor and indoor combat. I like how the rooftops are depicted. I had no problems navigating around. The fights were pretty easy, but fitting for the MAP02 slot. Cesspit (v2) @solidago I like the organic shapes in the map, as they manage to hide the space restriction quite well. Only when opening up the automap it becomes clear that the entire level is confined to a square, but while playing it feels like a big space to explore. I had no issue in finding my way around. I had plenty of ammo at the start of the final battle, but it was still a pretty hectic and fun fight. Deluge @whybmonotacrab The fight is chaotic and can appear intimidating at times, but very doable and actually quite entertaining in ITYTD. It's crowded, but there's plenty of space to maneuver, lots of health to pick up and sufficient cover for the rockets from the cyberdemon. I noticed that at one specific sector the regular Doom 2 sky can be seen through the customized sky.
  2. Here's an updated version (V4) of the Fallen Citadel. I've aligned a number of textures and fixed some walls that needed the lower unpegged flag, as @solidago pointed out. Based on feedback from @Lina, I added two revenants on a platform to the first battle. I did some test runs and they do seem to change the dynamic of the battle. I also added a few enemies in other places. TheFallenCitadel_Embryo_MAP04_V4.zip
  3. Thanks for the feedback and the examples of texture alignment issues! I will do a double check on texture alignment. That's some great feedback, thanks! Regarding the first fight, I intentionally wanted the map to start off with a large set piece involving a big, chaotic fight, to contrast with the close quarters combat in the later levels. But I recognize that turret enemies could make the fight more interesting. For that purpose I had some imps positioned high upon the citadel wall, but they currently do not pose much of a threat. I will try to spice it up a little by adding more turret enemies and creating an extra platform for them to stand on. I will also check if some enemies can be added to rooms that are a bit empty now.
  4. I just opened the game data of Catacomb Abyss v1.13, "Curse of the Catacombs" and "Terror of the Catacombs" in WDC. They all have that same music file, with sound and all. I also tried Catacomb Abyss v1.12, but unfortunately WDC couldn't open it, so I'm not sure about that one. Nevertheless, I'm still positively surprised about the range of game versions that WDC can work with.
  5. I had the same observation as @SiFi270. I don't think that Wiki page is correct, at least not with respect to the version of Catacomb Apocalypse that is shipped with the Catacombs Pack.
  6. That's a good point, @Blzut3. From a game preservation point of view, the source code has indeed top priority, since it has the highest risk of becoming lost forever. That's taken good care of in case of Hovertank 3D. With regards to the game data we at least know that there are many copies floating around. And if someone really has the interest, time and knowlegde to develop an HD version of Hovertank 3D, the rightsholder is known and can be contacted so perhaps an arrangement can be made.
  7. @WhiteMagicRaven Thank you! I would also be very much interested in playing a widescreen HD version of Hovertank 3D. But I don't see myself developing it anytime soon, due to the required effort. What's also a hurdle is that the game data of Hovertank 3D is currently not available as either shareware/demo or a commercial package. Requiring players to obtain the game data from abandonware sites is not my idea of a smooth user experience. If anyone's wondering, the rights to Hovertank 3D were bought ten years ago by someone from Germany, but so far that didn't lead to a commercial release. Hopefully that will change some day.
  8. I'm Dutch and up until last year I was living in the south of the Netherlands. Now me and my family have moved to the Flemish Region of Belgium. It felt like home quite quickly. Belgium is a lovely country.
  9. Thanks for your suggestion. The Too Hot to Handle music file from Catacomb 3D (and Keen 4) is indeed present in the game data of every Catacomb Adventure title. It's relatively easy to allow playback as an option. I've added it to my todo list.
  10. Thanks for the feedback! There were indeed two bars at the supercharge that provided just enough room for the player to squeesh through. I've put the bars closer together. I didn't manage to reproduce the straferun towards the megaarmor myself, but I can imagine that it's feasible. It wasn't intended, but I decided to let it stay as-is, thereby accepting the consequence that a skilled player can get the megaarmor a bit early. Indeed, that wasn't intended. I've removed one of the two secret sectors. Thanks! Here's the updated version (V3) of the map. TheFallenCitadel_Embryo_MAP04_V3.zip
  11. It's indeed been over a year. Time sure flies. I have to admit that I haven't worked on the source port since. That's mainly due to RL stuff, but also because I wanted to dive into some side projects. I'm currently looking into improving the Catacomb related articles on Wikipedia. It's definitly possible to add support for the P.D. mods in the future, and I think it would be fun to have it included. It's on my todo list for when I resume work on the source port.
  12. Into the Eagle's Nest (1987), a game where you shoot nazi's from a topdown perspective. I got the game via a second hand IBM 286 PC, so it must have been around 1990 by the time I played it myself.
  13. Thank you; I found it and could continue the map. I actually ran into the same issue again after killing the last monster. I feel kind of dumb that it took me quite a while to figure out where the exit was, but it is rather small on a 15" laptop screen. Nevertheless, this is an amazing map. Absolutely magical how the structures shift into place. The final battle brings a ton of action, but is IMO difficulty wise appropriate for ITYTD, mainly thanks to the invincibility sphere. I found out that somehow accidently the run movement wasn't bound to a key anymore. Which I didn't notice at first. Now it is bound again and I have no problem to run towards the blue skull platform. Sorry for the confusion.
  14. I did a casual playthrough of all the maps submitted so far. Emphasis on casual, as this was by no means a thorough, in depth test session. I played on ITYTD just to get a feeling on what the full megawad will look like. MAP01 A very enjoyable map that makes good use of the large space. What makes gameplay intense is that from various directions you can frequently hear monsters roaming around area's that may or may not be reachable yet. MAP08 Pretty engaging combat with some well placed archviles and other challenging traps. The silver design gives the techbase a consistent look and feel. MAP09 Pretty easy to navigate. Combat is relaxing. I could not figure out how to reach the berserk secret. Based on the observation from @apichatpong, I checked the size of the map in DoomBuilder. It doesn't seem to make maximum use of the allowed space for MAP09 (3072x3072). It's about 2648x2048 in size, so it would have also fitted in the MAP12 slot. MAP10 One of my favorite maps. Very impressive visuals and combat. The use of high ceilings and scenery outside the playable boundaries gives the impression of a pretty massive industrial environment. Great music as well. MAP13 This map oozes with atmosphere. Some good variation between close combat in narrow corridors and running around in large arena's. The final arena was actually relatively easy compared to the BFG area with archviles. MAP14 Unfortunately, I'm unable to figure out how to finish the map. After picking up the super shotgun, the platform is sealed off with lamps and I get stuck there. I'm probably missing something obvious. I used noclip to check out some of the rest of the map. It does look very unique with some cleverly designed moving parts. MAP15 Good-looking city environment with quite some attention for detail. Fun gameplay, with lots of opportunities to shoot through windows and hide behind crates. MAP17 I love the dark, grim atmosphere of this map with all the little details that were put into for example the altars. Some interesting and challenging battles in the narrow corridors. The final battle took me a bit of save scumming. MAP20 Pretty easy, relaxed gameplay. I would have liked a bit more height variation, but the map will do well as an opportunity for the player to catch some breath. MAP21 Cleverly designed map, making very effective use of both the limited playable area and the space beyond. Relatively easy, due to the presence of mega- and soulspheres. MAP25 Nicely designed map. It's not too hard, as despite the small size of the map it offers enough room to maneuver and there's plenty of health boxes available. MAP26 This map is quite challenging due to the tight space, but in a fun way. I like that there are massive structures visible in the background. It makes it feel like the player is in the heart of an enormous factory environment, similar to the pod scene in the Matrix. MAP27 Such a large amount of monsters in such a small space can look intimidating at first, but it's actually pretty doable and fun. In my first attempt I unintentionally ran into the exit while circling around a revenant. MAP28 Very creative use of the space outside the playable area. I love the key delivery system. The only thing that puzzled me is how to reach the blue key. I couldn't ran across the gap. Tried strafe running, but no luck. So I grabbed it via noclip. My overall impression is that the whole concept of increasingly smaller maps works quite well. Combat gets noticeably tighter when progressing through the maps. So far each map has its own unique look and feel, which for me is a pleasant surprise everytime the next map is entered.
  15. I loved watching Dragonball Z on television when I was young. The arrival of the androids was truly epic. Rest in Peace.
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