Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
Zolgia108

Happy (Now on Idgames!)

Recommended Posts

45 minutes ago, Zolgia108 said:

Ribbiks is by far my favourite mapper :)

 

Easily top 3 for me as well, that's why I'm grinding demos of frog_and_toad to fill the table on DSDA. 

Share this post


Link to post
28 minutes ago, Lucky_Edie said:

 

Easily top 3 for me as well, that's why I'm grinding demos of frog_and_toad to fill the table on DSDA. 

Where can i watch the demos? Are you playing single segment? Oh and let me know when you stream, i will surely (when free) come and see!

Share this post


Link to post
25 minutes ago, Zolgia108 said:

Where can i watch the demos? Are you playing single segment? Oh and let me know when you stream, i will surely (when free) come and see!

 

To watch a doom demo you drag and drop it onto prboom+ with the same wad in the prboom+ folder. Demos are located on DSDA aka https://dsdarchive.com/ Search for the wad or player to see times and then click the time to download the demo. Click the wad name to download the wad. Demos are single segment. I stream on a whim but I'll post in the streaming thread on doomworld when I do it next and tag you so you get notified. 

 

https://www.doomworld.com/forum/post/2193269 Has the two demos that took me the most effort so far. Dimensions is considered the hardest mapset in doom (https://www.doomworld.com/forum/topic/107015-wad-progression-for-skill-improvement/) and it took me 70 hours of practice and attempts, so far I'm the only person other than the author(mrzzul) to record a demo for it. The other is frog_and_toad map09 which is a pure platforming map featuring conveyor belts, it took me 5,987 attempts. The middle jump is an sr50, midair sr40, sr50 to cross the gap and is literally frame perfect, in fact almost all of it is frame/frames perfect. 

 

Edited by Lucky_Edie

Share this post


Link to post

Played map 31. Thoughts and ramblings.

 

Regular exit 99% kills, 2 secrets. Secret exit 100% kills 6/7 secrets. Missed the blue armour secret.

Endscreen: Regular https://i.imgur.com/voHq4X7.png Secret https://i.imgur.com/yORmyUC.png

 

I feel like all the secrets should contain a sheep so the player can use the secret counter to track progress towards the secret exit.


Too much red for me. This blended in, maybe torches or a different texture or something to mark it. https://i.imgur.com/Apq2uva.png

 

I beat the map without the blue armour secret or megasphere secret.

As such I feel like the blue armour secret should just be a sheep secret and the health balance towards the end should be adjusted. 
Before the exit room there's 3 stimpacks, then there's a secret mega, a soulsphere, 3 medkits and a berzerk in the exit area. Change the 3 stimpacks to be 2 medkits https://i.imgur.com/haEqyfA.png then move the berzerk to the secret so the player doesn't have to go red on red on red on red on red for the final fight with the berzerk and red orb powerup.

 

The final fight has all 3 health items on the same side which encourages camping, if you move the berzerk to the secret instead of the megasphere then the exit should contain medkits on one side, soulsphere on the other so you have to move around to get full health. Put a green armour where the soulsphere currently is and put a soulsphere near the manc/20 pack of cells are. This way there's the same amount of health approximately but you have to move around for it. 3 stims, megasphere, berzerk, soulsphere, 3 medkits = 700+hp and the adjusted amount is 5 medkits + greenarmour + soulsphere + berzerk = 420~ hp. This means there's about the same amount of health without the secret but the secret is less powerful but allows you to get 200/100 in the final area without needing to go to the manc/cells area. 


Another detail with the final fight is you can kill a lot of the monsters before entering, either make it a drop down fight or block the monsters from taking damage before entering to prevent people using mouse look to trivialize the fight. 

 

Lots of hitscans in this area and the stimpacks feel pretty weak, make them medkits imo 

https://i.imgur.com/Ko0a6DF.png

 

The secret exit only needs the berzerk for people who play continuous, i'd remove both health items as they're not needed.

https://i.imgur.com/sicMhn3.png

 

The last fight doesn't need the bfg at all, just remove it. 

 

A single vile in this fight felt whatever, make it 2 viles or none depending if you want a fight there or just a set piece for eye candy.

https://i.imgur.com/sKTi4Mk.png

 

Texture alignments don't really matter with the textures used so didn't spend too long looking, seemed fine. 

There's too many shotgun shells in the map, can remove 2-3 boxes with no issue. Imo remove 2 boxes from here https://i.imgur.com/AlCzULU.png and one from https://i.imgur.com/e1OHl0A.png With these changes I would of still had 76 shells when exiting the map. 

 

Enjoyed the map, didn't have any real issues outside the final fight.  

Share this post


Link to post
4 hours ago, Lucky_Edie said:

Played map 31. Thoughts and ramblings.

 

Regular exit 99% kills, 2 secrets. Secret exit 100% kills 6/7 secrets. Missed the blue armour secret.

Endscreen: Regular https://i.imgur.com/voHq4X7.png Secret https://i.imgur.com/yORmyUC.png

 

I feel like all the secrets should contain a sheep so the player can use the secret counter to track progress towards the secret exit.


Too much red for me. This blended in, maybe torches or a different texture or something to mark it. https://i.imgur.com/Apq2uva.png

 

I beat the map without the blue armour secret or megasphere secret.

As such I feel like the blue armour secret should just be a sheep secret and the health balance towards the end should be adjusted. 
Before the exit room there's 3 stimpacks, then there's a secret mega, a soulsphere, 3 medkits and a berzerk in the exit area. Change the 3 stimpacks to be 2 medkits https://i.imgur.com/haEqyfA.png then move the berzerk to the secret so the player doesn't have to go red on red on red on red on red for the final fight with the berzerk and red orb powerup.

 

The final fight has all 3 health items on the same side which encourages camping, if you move the berzerk to the secret instead of the megasphere then the exit should contain medkits on one side, soulsphere on the other so you have to move around to get full health. Put a green armour where the soulsphere currently is and put a soulsphere near the manc/20 pack of cells are. This way there's the same amount of health approximately but you have to move around for it. 3 stims, megasphere, berzerk, soulsphere, 3 medkits = 700+hp and the adjusted amount is 5 medkits + greenarmour + soulsphere + berzerk = 420~ hp. This means there's about the same amount of health without the secret but the secret is less powerful but allows you to get 200/100 in the final area without needing to go to the manc/cells area. 


Another detail with the final fight is you can kill a lot of the monsters before entering, either make it a drop down fight or block the monsters from taking damage before entering to prevent people using mouse look to trivialize the fight. 

 

Lots of hitscans in this area and the stimpacks feel pretty weak, make them medkits imo 

https://i.imgur.com/Ko0a6DF.png

 

The secret exit only needs the berzerk for people who play continuous, i'd remove both health items as they're not needed.

https://i.imgur.com/sicMhn3.png

 

The last fight doesn't need the bfg at all, just remove it. 

 

A single vile in this fight felt whatever, make it 2 viles or none depending if you want a fight there or just a set piece for eye candy.

https://i.imgur.com/sKTi4Mk.png

 

Texture alignments don't really matter with the textures used so didn't spend too long looking, seemed fine. 

There's too many shotgun shells in the map, can remove 2-3 boxes with no issue. Imo remove 2 boxes from here https://i.imgur.com/AlCzULU.png and one from https://i.imgur.com/e1OHl0A.png With these changes I would of still had 76 shells when exiting the map. 

 

Enjoyed the map, didn't have any real issues outside the final fight.  

wow, i fixed both 27 and 31 until now^^

Ok so

 

Map 27:

 

1) moved the chaingunner from the green armor so that they won't look ugly

2) replaced shells with stimpacks in the arena and added 6 cacoes, also removed a total of 6 box of rockets.

3) aligned those marble walls (i can't understand why didn't i notice tbh

4) lifts now go slighlty faster, it's the first time that thing happened :(

5) placed 2 medikits around the blue key replacing some of the stimpacks

 

 

map 31:

 

1) higlited the switch with two small torches

2) i can't understand what you with: "I feel like all the secrets should contain a sheep so the player can use the secret counter to track progress towards the secret exit." please explain better :)

3) all right so final room: secret mega is a berserk, soulsphere on the mancubus side (can easily be taken), green armor on the revenants side, then i placed a couple more medikits near the exit. Removed 2 shells there and 1 before.

4) changed a stimpack into a medikit into the hitscanners corridor

5) removed the items from the secret exit (you are getting a mega in map 32 anyway so not a big deal even for a continuos gameplay)

6) the bfg is there just inside the secret to kill the sheep with it, i mean i think it's actually impossible to grab it for the fight, is it not?

7) the vile there was just for show, can totally remove it :) sadly he cannot resurrect the sheep (i think, i am not sure actually, that would be great, i ll keep it just for that)

 

 

about the freelook matter:

basically a lot of the fights in the megawad can be cheesed with freelook, i can't really change that, if people have fun with freelook it's fine for me, this wad is not intended to be played with it but i won't do anything, it would be too hard to adjust it. I could block freelook via slade but a lot of people love it so i won't. If you want to cheese you can cheese, if you have fun camping that is :)

I prefer reckless gameplay!

So no, won't do anything about that.

 

 

Man, i really appreciate this, you can't even imagine, you were really useful and nice... thanks.

 

 

EDIT:

 

added a new file to the main page. Happybeta0.8

 

Fixed maps until number 20, then 25/26/27/28/29/31

 

only 5 maps to retest and fix and then i will release this freaking wad!

 

Edited by Zolgia108

Share this post


Link to post
5 hours ago, Zolgia108 said:

 

Map 27:

..

5) placed 2 medikits around the blue key replacing some of the stimpacks

 

map 31:

 

2) i can't understand what you with: "I feel like all the secrets should contain a sheep so the player can use the secret counter to track progress towards the secret exit." please explain better :)

6) the bfg is there just inside the secret to kill the sheep with it, i mean i think it's actually impossible to grab it for the fight, is it not?

 

Map 27 changes pog.

 

Freelook is whatever, I don't use it I was just pointing out people will use it and cheese it. 

I don't think you can get the bfg for the fight, don't even know how to get it. It just seemed out of place and might ruin balance for continuous play if people are doing episode runs, unless there's an easy bfg to get in 15 or 32. 

 

I shall explain #2 better. In a lot of map 31's in order to access the secret exit you need to visit all the secrets in the map and kill commander keens/hit switches etc, the casual player can use the secret counter to track how many secrets are left in the map and since the secret exit itself is usually a secret it allows the player to clearly track how many secrets are left to be found. Personally it just seemed a bit odd only some of the secrets contained a sheep when my natural instinct was to assume there was one in every secret I found. This is not a big deal and just some of my rambling thoughts I had while playing.


As an example this is how Speed of doom map31 does the commander keens for secret exit https://i.imgur.com/nxrxcGB.png 

Share this post


Link to post

Sorry but it was 6 am here dammit :( will watxh it right now! I ll see you later, thank you 

 

EDIT: ok i watched the video:

i am gonna fix the freaking bars and last room in map 24 right away, also the map 23 one^^ sorry there...

Map 32 is a gimmick map so yea... i ll wait for your advices i guess! ahahaha terribleeee

Edited by Zolgia108

Share this post


Link to post
1 hour ago, Zolgia108 said:

Sorry but it was 6 am here dammit :( will watxh it right now! I ll see you later, thank you 

All good. Australia isn't friendly with timezones.

 

Revisting 29 off stream atm and I managed a double vile jump to the secret exit. The viles might just be too much trouble in their current position as they're hard to hit and dodge yet allow the player to vile jump for free. Not entirely sure what to do with them, maybe lower them and move them forward, then block off line of sight to the back wall so they can't zap the player out of the arena.

 

Do what you want with 32, I'd like more imps to spam insanely fast bfg at as it is currently there's very few monsters to slaughter with how OP the powerups are.

 

Screenshot_Doom_20200928_180742.png.ce7f56daf69505c73c9ab5be62c60d7d.png

Share this post


Link to post

Actually just move the viles behind the revs but use monster blocking lines to prevent them from resurring revs and infighting. The wall will prevent vile jumping to the exit.

Share this post


Link to post
9 minutes ago, Zolgia108 said:

this is more or less what i did, what do you think?

 

29 viles, i'd just move them behind the revs but use monster block to prevent them from ressing/infighting.

 

Textures on 24 are good, the baron is still a door with health. Is it possible to have the blue key switch also open the entrance on a timer? You can keep the baron in the corner for the combat element.

 

23. Changes seem fine. 

Share this post


Link to post
22 minutes ago, Lucky_Edie said:

 

29 viles, i'd just move them behind the revs but use monster block to prevent them from ressing/infighting.

 

Textures on 24 are good, the baron is still a door with health. Is it possible to have the blue key switch also open the entrance on a timer? You can keep the baron in the corner for the combat element.

 

23. Changes seem fine. 

it would be possible with udmf, this is hexen (my bad...), i will think of other possible solutions there, even though i think that it should be fine like this. Right now i feel like the archvile placement up there is mean enough to make that fight actually harder, i like them there, for now i made that if you get inside the switch closet you can press from the inside to lower the floor and prevent the softlock (which is btw almost impossible to do without dying), that way you will basically skip a fight, nothing drastic. I still think that going to the exit right now with this new setting is almost impossible, at least without dying. I could move them behind the revs but then the soflock would still be there, so i don't think that would be a definitive solution. Also after the fight 4 archviles will come at you, yes the health is low at that point, but the issue would remain. Maybe i should just leave things at their current state, do you know of anyone who would jump to the exit and end the level without wanting to speedrun? Those who want to uv max will never take an archvile jump there cause to take it you must really want it, i expressed myself like shit but what i mean is that an archvile jump to the exit is so rare with this new layout that you need to want it, it would never happen randomly.

Share this post


Link to post
2 minutes ago, Austinado said:

I have seen @Lucky_Edie and other playing the later maps...i think @Zolgia108 should start "getting out of the closet" and embrace the Slaughter Mapping way...i just feel it.

hahahahahahahah maybe you are right ahaahahah, i will think about it^^

Share this post


Link to post
3 hours ago, Austinado said:

I have seen @Lucky_Edie and other playing the later maps...i think @Zolgia108 should start "getting out of the closet" and embrace the Slaughter Mapping way...i just feel it.

Nice to see ya buddy

 

 

 

Share this post


Link to post

Hey there, I played a few maps and decided to write a short review thing.

 

Starting from the visuals, I think they are very raw and could use some work. I'm sure you're going for a more chaotic style of mapping on purpose, but a lot of times the environments just look messy and incomplete. Custom textures are doing most of the work for you and I feel like you wouldn't be able to make a decent looking map with the stock doom assets. I think you should spend more time on polishing each area's visuals while making them. Consider the overall architecture first, and then detailing. Spend some time actively thinking about those things and I think you'll be able to improve.

 

Gameplay wise you're clearly going for a challenge wad approach, with a lot of tough ambushes and borderline slaughter monster hordes. It's not really my thing, but I know a lot of people like that, so I'm not gonna say it's bad because it's hard. Different difficulty settings are implemented though, but I don't feel like they're implemented that well. I haven't played for too long, so I can't give many examples, but take a look at this fight:

gI2ZZgr.png

For research purposes I played it on HNTR and UV, and to my surprise it was actually harder on HNTR. What you see on the screenshot is an incredibly overwhelming amount of enemies that you have to fight with just the regular shotgun, while having almost no cover from the archvile's attacks. On UV you have the same thing, but with more monsters and....a rocket launcher and like 40 rockets. Having the rocket launcher immediately makes the fight much easier, even if you have more enemies in front of you. This example immediately tells me that the rest of the wad could be just as poorly balanced.

 

I somewhat enjoyed many other encounters though, even if they're similarly hectic. I didn't like the cyberdemon at the end of the map though. It wasn't in a spot to make him infight, so I had to kill him from behind cover with just a super shotgun, which was pretty boring. Just like the visuals, I think the combat could use some improvements as well.

 

One other thing I'll say is that I think you're a bit too ambitious with your projects. Making two megawads while being a fairly inexperienced mapper is a way to ensure not many people are going to play them, unless they're dedicated playtesters, or players who enjoy this kind of gameplay specifically. I'd say try to do a 7-10 level episode next time, and focus on the basics a bit more.

 

Btw. it's a shame this wad doesn't work on Zandronum. If it was co-op compatible I'd have more patience to finish it.

 

Having said all that though, I have to applaud you for being one of the most interesting ''new'' mappers out there. I really appreciate how unique your maps can be and how dedicated you are to actually finishing your wads. Many mappers give up halfway through.

I definitely like Happy more than Djinn so far and I think you've improved quite a bit. You have to work a bit on making your wads more accessible though. At least in the aspect of proper difficulty settings. Don't underrestimate how bad most players are at Doom.

Share this post


Link to post

Removing weapons on lower skill levels only works well in very specific cases. Best to avoid doing it until you can guarantee everything is balanced. 

Share this post


Link to post
4 hours ago, Lorenz0 said:

Hey there, I played a few maps and decided to write a short review thing.

 

Starting from the visuals, I think they are very raw and could use some work. I'm sure you're going for a more chaotic style of mapping on purpose, but a lot of times the environments just look messy and incomplete. Custom textures are doing most of the work for you and I feel like you wouldn't be able to make a decent looking map with the stock doom assets. I think you should spend more time on polishing each area's visuals while making them. Consider the overall architecture first, and then detailing. Spend some time actively thinking about those things and I think you'll be able to improve.

 

Gameplay wise you're clearly going for a challenge wad approach, with a lot of tough ambushes and borderline slaughter monster hordes. It's not really my thing, but I know a lot of people like that, so I'm not gonna say it's bad because it's hard. Different difficulty settings are implemented though, but I don't feel like they're implemented that well. I haven't played for too long, so I can't give many examples, but take a look at this fight:

gI2ZZgr.png

For research purposes I played it on HNTR and UV, and to my surprise it was actually harder on HNTR. What you see on the screenshot is an incredibly overwhelming amount of enemies that you have to fight with just the regular shotgun, while having almost no cover from the archvile's attacks. On UV you have the same thing, but with more monsters and....a rocket launcher and like 40 rockets. Having the rocket launcher immediately makes the fight much easier, even if you have more enemies in front of you. This example immediately tells me that the rest of the wad could be just as poorly balanced.

 

I somewhat enjoyed many other encounters though, even if they're similarly hectic. I didn't like the cyberdemon at the end of the map though. It wasn't in a spot to make him infight, so I had to kill him from behind cover with just a super shotgun, which was pretty boring. Just like the visuals, I think the combat could use some improvements as well.

 

One other thing I'll say is that I think you're a bit too ambitious with your projects. Making two megawads while being a fairly inexperienced mapper is a way to ensure not many people are going to play them, unless they're dedicated playtesters, or players who enjoy this kind of gameplay specifically. I'd say try to do a 7-10 level episode next time, and focus on the basics a bit more.

 

Btw. it's a shame this wad doesn't work on Zandronum. If it was co-op compatible I'd have more patience to finish it.

 

Having said all that though, I have to applaud you for being one of the most interesting ''new'' mappers out there. I really appreciate how unique your maps can be and how dedicated you are to actually finishing your wads. Many mappers give up halfway through.

I definitely like Happy more than Djinn so far and I think you've improved quite a bit. You have to work a bit on making your wads more accessible though. At least in the aspect of proper difficulty settings. Don't underrestimate how bad most players are at Doom.

Hi there! I think you are absolutely right when you talk about the raw visuals, i know perfectly that i still need to improve a lot with that, even if can't understand what you mean by "feeling incomplete" and that i wouldn't be able to make a map with stock textures, most textures used here are not that different except for some otex (that i started using late in the wad, but the first episode was started after map 25), and i also use a lot of stock textures, especially the hellish ones. I won't accept this "challenge" (:P) just because mapping is a long process and i wouldn't do something that i like, but i m sure i would be able to!

About that fight: it was simply a mistake, i'm glad that you noticed that, now i ll need to check everything out. I just placed some hks only for uv and then i placed the rl, and it was only for uv, but it wasn't wanted of course, wouldn't have make any sense, that fight is impossible without it... sorry for the bug.

 

Mine is not ambition anyway, ambition is something that aims at something big, i just don't like single maps, to me this game has a story behind it and in real life i am also a writer, so i wouldn't enjoy making single maps. To me a single map is incomplete, also i always need to have a long term project in order to keep myself busy enough and to force myself to create. I cannot judge what i create and i give it to you, community, but not because i am ambitious, but just because it's what a mapper likes to do. I don't want a cacoward i just want to finish a product and make you guys play, of course i don't want to give you trash but i hope that this is not the case. Djinn were the first maps i've ever made, and i used it as a way to start and to learn stuff from the community, with djinn i had noone willing to test the maps, in this case though there are some people so maybe it's not that bad or else why would they help me? Maybe there is potential, maybe not, i don't know, this will be my second work and my first release, and then i'll be able to move on and improve on what you said. If you play later you can see that i (think) already improved on that matter, at least a bit, so there is a sort of evolution in the megawad itself.

 

Your feedback is very appreciated Lorenzo, and, btw, when i made the first maps of happy i actually wanted to make a 10 maps episode, but then i had a lot of ideas to develop and it became a megawad :)

 

Sorry again for that thing in the settings, my bad, it was not wanted, Clippy is playing later maps in hmp and he can notice the difference in them, he can confirm that.

This wad doesn't work on Zandronum cause when i started it i had no clue that there are people playing with other ports, i was sure that we were all playing with gz basically

Edited by Zolgia108

Share this post


Link to post

It's good to know that was just a mistake. I'll probably play some more on hntr soon.

 

By ambition I just meant the length of the wad. Limiting it to 10 maps for example, would increase the chances of people finishing your project. There is a lot of wads coming out nowadays and people often only have the patience for the best of the best. That's why I think for less experienced mappers it's good to divide their work into smaller projects. But it's fine if you want to create something longer. Following your own ideas is always the most motivating.

 

One other complaint I forgot to mention is that there were a few too many symmetrical rooms with monsters spread out evenly into each corner. That makes it feel a bit repetitive sometimes. Not a major issue though.

Share this post


Link to post
23 minutes ago, Lorenz0 said:

It's good to know that was just a mistake. I'll probably play some more on hntr soon.

 

By ambition I just meant the length of the wad. Limiting it to 10 maps for example, would increase the chances of people finishing your project. There is a lot of wads coming out nowadays and people often only have the patience for the best of the best. That's why I think for less experienced mappers it's good to divide their work into smaller projects. But it's fine if you want to create something longer. Following your own ideas is always the most motivating.

 

One other complaint I forgot to mention is that there were a few too many symmetrical rooms with monsters spread out evenly into each corner. That makes it feel a bit repetitive sometimes. Not a major issue though.

yea simmetry is very bad, i agree ^^ i tried to avoid it, the more you go on and the less you will see it! I do agree that a lot of people will just look at the best of the best, but here comes in the problem of map depression, or something like that. My favourite mapper is Ribbiks, looking at his works would make me instantly stop cause i would never be able to do anything like that at the current state (and probably never), but then the world of mapping would be in the hands of a few, what about the others? I think we need to take the chance and try, possibly getting horrible reviews and accepting them, it's the only possible way that we have to become very good at it. Practice doesn't just involve mapping, it involves everything around it as well. This is of course just my opinion, i am sorry that you are not enjoying the wad enough to keep playing it, maybe someone will and will like my imperfections, someone is actually recording videos on youtube and this makes me very proud even if i know that  i am not that good. Still a small grain of salt is enough for me to keep me motivated :) I hope that you will close an eye about the raw visuals and keep going (and in map 12 you will need to close all 3 eyes), to see the evolution. I mean you even played Djinn, that thing was absolutely terrible hahahaha. (also episode 3 here is my reimagination and revisitation of map 7 in Djinn, which is my first map ever).

Edited by Zolgia108

Share this post


Link to post

I feel, most of raw visuals can remedied if you stick to one additional texture pack in the future, looking at screenshots I can see mix of otex and aa-tex and couple more unknown to me, besides default doom2 textures. They all have different styles and looks, it can be hard to mix them well and provide consistent look, especially when you're still fairly new and searching your ways. Once you feel that you mastered good looks with one pack, you could try include another one and try find ways to mix them and see how it works. It works better if both packs are relatively similar in their style, but there's no defined rules, heh. 

And don't feel bad about your mapping, it's really unfair to compare someone who just started and someone who does the same things through years. There are no judgement, only wishes to help you and see you growing. In several years, if you stick long enough, you'll be able to do things you could only dream... time and experience will smooth all edges and imperfections. It's better to compare your old work with new one and see how you improved and changed. 

Share this post


Link to post
1 hour ago, Misty said:

I feel, most of raw visuals can remedied if you stick to one additional texture pack in the future, looking at screenshots I can see mix of otex and aa-tex and couple more unknown to me, besides default doom2 textures. They all have different styles and looks, it can be hard to mix them well and provide consistent look, especially when you're still fairly new and searching your ways. Once you feel that you mastered good looks with one pack, you could try include another one and try find ways to mix them and see how it works. It works better if both packs are relatively similar in their style, but there's no defined rules, heh. 

And don't feel bad about your mapping, it's really unfair to compare someone who just started and someone who does the same things through years. There are no judgement, only wishes to help you and see you growing. In several years, if you stick long enough, you'll be able to do things you could only dream... time and experience will smooth all edges and imperfections. It's better to compare your old work with new one and see how you improved and changed. 

Yes in fact i noticed this thing, my next project will use just one or 2 packages (probably pswtx and otex). As you can see via slade the file itself is very messy for what it regards the textures. I will improve in that matter for sure, and i will try being more specific, also when i have too many textures it becomes hard to choose the best one :)

I'am, as you said, finding my way, slowly but, until now, without going back, i am slowly moving on step by step. For now this is the best i can do, i can assure you that, i put all myself into this (of course i can detail more and more but what is the point? Doing so would mean wait for another 6 months to release the wad without being able to create other things, i gave myself an end line and i want to respect that, without prolonging forever). 

 

Anyway, i never felt judged here, in fact i feel almost at home, i like this community as it's full of very nice people. And no worries, i will stick a lot, i play since i was 6 or 7 and doom was just released, i follow this forum since a long time, i am a retrogamer and will always be, not gonna leave anytime soon :)

 

thanks for the advices Misty.

Share this post


Link to post
10 hours ago, Zolgia108 said:

I hope that you will close an eye about the raw visuals and keep going (and in map 12 you will need to close all 3 eyes), to see the evolution. I mean you even played Djinn, that thing was absolutely terrible hahahaha. (also episode 3 here is my reimagination and revisitation of map 7 in Djinn, which is my first map ever).

 

I've only played 2-3 maps of Djinn, since I didn't really like it at all, but Happy is definitely better, so I'll stick around for a while longer for sure :)

 

I might comment some more as well if I see any mapping errors.

Share this post


Link to post

Hey buddy I played some more in your map

 

Map 28 was pretty good

 

Map 29 was just too much to handle even in hmp. I feel like if I had more time like maybe 3 hours I could slog my way through it but it really is just a lot of running around like a chicken with my head cut off

 

Sorry buddy I had to cheat quite a bit

 

 

Share this post


Link to post
31 minutes ago, Clippy said:

Hey buddy I played some more in your map

 

Map 28 was pretty good

 

Map 29 was just too much to handle even in hmp. I feel like if I had more time like maybe 3 hours I could slog my way through it but it really is just a lot of running around like a chicken with my head cut off

 

Sorry buddy I had to cheat quite a bit

 

 

thanks for playing m8! i saw map 28, now i need to go and later i will check 29 and see how i can rebalance it for hmp :) thanks a lotttttt

Share this post


Link to post
Just now, Lucky_Edie said:

Def sounds like its too hard on HMP. Nice job Clippy

Lol I got my ass handed to me

 

🤣

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×