Avoozl Posted December 14, 2015 Sweet more of those green textures, that does look pretty nice and simple. 0 Share this post Link to post
scifista42 Posted December 14, 2015 antares031 said:http://puu.sh/lUVcg/36fd77a926.png Testing with Spectrombies. They're fast and agile, and never stop shooting until they're dead without any pain chances. Sounds damn annoying, honestly. Especially since you might not even be able to see them. I would rather not include such an enemy to my wad if I were you. 0 Share this post Link to post
Dragonfly Posted December 14, 2015 Soundblock said:Going for some neon signs to get a change of theme. Tried it in different colors for each sign, but it looked kinda tutti frutti so I went for a single color range on it. http://www.monstercute.com/uploads/2/8/1/9/2819457/460948_orig.png This could work as a good landmark system - have one or two in a different colour to mark locations that are important (or key locked doors?) @Antares/Scifista - This idea sounds interesting to me, personally. I see Scifista raises a valid point - I think the only thing that makes them sound unpleasant is the fact they have no pain chance. If the player could suppress them with a rapid fire weapon the new enemy wouldn't feel OP. Ultimately it is dependent on the environments they appear in. This is all speculative since we both haven't played against the new enemy yet. 0 Share this post Link to post
scifista42 Posted December 14, 2015 Dragonfly said:@Antares/Scifista - This idea sounds interesting to me, personally. I see Scifista raises a valid point - I think the only thing that makes them sound unpleasant is the fact they have no pain chance. If the player could suppress them with a rapid fire weapon the new enemy wouldn't feel OP. Ultimately it is dependent on the environments they appear in. This is all speculative since we both haven't played against the new enemy yet. I've played against antares031's Spectre-Cacodemon (from his wad "Struggle") and that alone was usually frustrating quite a lot. At least the Spectre-Cacodemon's position could be identified by tracking the origin of his projectiles when he fired, but this is not possible with a hitscan enemy anymore. Plus the Spectre-Cacodemon only fired once before continuing chase, while this Spectrombie is going to fire for as long as he can. Spectre-Cacodemon caused me some cheap unexpected and confusing damage, and I can imagine how Spectrombie would cause cheap unexpected and confusing deaths. 0 Share this post Link to post
antares031 Posted December 14, 2015 Dragonfly said:@Antares/Scifista - This idea sounds interesting to me, personally. I see Scifista raises a valid point - I think the only thing that makes them sound unpleasant is the fact they have no pain chance. If the player could suppress them with a rapid fire weapon the new enemy wouldn't feel OP. Ultimately it is dependent on the environments they appear in. This is all speculative since we both haven't played against the new enemy yet. scifista42 said:I've played against antares031's Spectre-Cacodemon (from his wad "Struggle") and that alone was usually frustrating quite a lot. At least the Spectre-Cacodemon's position could be identified by tracking the origin of his projectiles when he fired, but this is not possible with a hitscan enemy anymore. Plus the Spectre-Cacodemon only fired once before continuing chase, while this Spectrombie is going to fire for as long as he can. Spectre-Cacodemon caused me some cheap unexpected and confusing damage, and I can imagine how Spectrombie would cause cheap unexpected and confusing deaths. Thanks for the opinions, everyone. And don't worry about invisible zombies too much. Currently it only has 10 hit point, so you can get it with a single bullet if you're lucky. Plus, I'm working on a various concepts including this spectro-zombie, or super-fast zombie, or clip-dropping chaingunner to replace Wolfenstein SS. Yes, the previous replacement, Afriest, has been switched to other thing because of its clip-dropping behavior after the death which makes no sense a little bit. Again, thanks for the opinions. :) 0 Share this post Link to post
RaphaelMode Posted December 14, 2015 I am making something for switch hunts. 0 Share this post Link to post
AnonimVio Posted December 14, 2015 My second speedmap. It's way better than my first one (and it was made in shorter time too). Here is the layout: 0 Share this post Link to post
scifista42 Posted December 14, 2015 @AnonimVio: Great usage of colors and generally nice visuals! Layout and room shapes look simplistic though, repetitive symmetry isn't any good, and I really think you are exaggerating the usage of borders too. 0 Share this post Link to post
AnonimVio Posted December 14, 2015 scifista42 said:@AnonimVio: Great usage of colors and generally nice visuals! Layout and room shapes look simplistic though, repetitive symmetry isn't any good, and I really think you are exaggerating the usage of borders too. Thank you for your opinion. I'll try my best to make my next map not symmetrical. 0 Share this post Link to post
baja blast rd. Posted December 14, 2015 Looks like a nice small deathmatch map, especially if the buildings had one or two more openings to the central area. 0 Share this post Link to post
an_mutt Posted December 14, 2015 scifista42 said:Spectrombie I first read this as spectre trombone. Someone make this happen. Please. 0 Share this post Link to post
Dragonfly Posted December 15, 2015 The Seraphim casts four self-healing orbs every now and then and becomes temporarily invulnerable while these orbs exist. The quicker you kill 'em, the less he heals. They have 100hp, so they go down rather easy; they're stationary and don't fight back. Based on the current numbers (subject to change) the healing rate is 24hp per second, per orb approximately, so speed is of the essence! 0 Share this post Link to post
Fletcher` Posted December 15, 2015 Rayzik said:Another couple of rescued maps. I'm so glad I never publicly released those 2010 maps... they're absolutely horrific... Oh and for size reference, the maps on the left are at 24% zoom level, and the ones on the right are at 10% zoom level. Quite a size difference, considering the before maps had 64-unit wide corridors and such... http://imgur.com/W4mULkG Would you mind if I used the two on the left as inspiration for Hocusdoom maps? 0 Share this post Link to post
Rayziik Posted December 15, 2015 rf` said:Would you mind if I used the two on the left as inspiration for Hocusdoom maps? Go for it! I get a lot of inspiration on this thread myself, so I can't deny someone the same :D 0 Share this post Link to post
Demon of the Well Posted December 15, 2015 ^That green/black 'checked' marble there looks quite cool, though there's something a bit off about the substitution used for it on the vertical lip. Also, I am REALLY liking that purple/green palette, AD_79. When you're ready to release the map(set) that goes with it, you ought to include the palette itself as a separate WAD file. It'd use it! 0 Share this post Link to post
AD_79 Posted December 15, 2015 Demon of the Well said:Also, I am REALLY liking that purple/green palette, AD_79. When you're ready to release the map(set) that goes with it, you ought to include the palette itself as a separate WAD file. It'd use it! It'll be a little more than a palette (recoloured sprites and textures/flats), but yeah I can absolutely release just these separately when this gets released. Which might take a while :> 0 Share this post Link to post
Obsidian Posted December 16, 2015 Not to mention it's actually a Buddhist peace symbol at that angle. 0 Share this post Link to post
TwinBeast Posted December 16, 2015 Soundblock: The all green theme gives it a sort of Matrix like look. The bottoms of the signs could use a different texture. yakfak: Kinda cool, although kinda empty too. Testing some new enemies.. Strong, slow, fire breathing... Little bouncy pieces of shit... 0 Share this post Link to post
Rayziik Posted December 16, 2015 TimeOfDeath said:From my udino map: It kinda looks like a big ol' boombox. xD The inside looks really opulent, I like it. 0 Share this post Link to post
Wereknight Posted December 16, 2015 TimeOfDeath said:From my udino map: Mmmm... tasty. 0 Share this post Link to post
schwerpunk Posted December 16, 2015 Inkie said:http://i.imgur.com/pl9R2Re.png ? Objectively beautiful. Should make it into a megawad. :p 0 Share this post Link to post
floatRand Posted December 16, 2015 Done with the room now. Also the commando funhouse is also almost ready, gotta just make some teleports in. Then I gotta make rest of the map... 0 Share this post Link to post
FireFish Posted December 16, 2015 Jimi said:Soundblock: The all green theme gives it a sort of Matrix like look. The bottoms of the signs could use a different texture. yakfak: Kinda cool, although kinda empty too. Testing some new enemies.. Strong, slow, fire breathing... http://i.imgur.com/yzqojYr.png Little bouncy pieces of shit... http://i.imgur.com/x8dLl1f.png Looks good. It must be hard to balance the visuals Because of the chosen art style. 0 Share this post Link to post