xvertigox

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  1. Dude, yes. I'm fkn stoked. I'm really glad you like the videos. I love playing Doom and I being able to express appreciation to content creators by making something in return is awesome. Thanks man, it means a lot.
  2. @Glaice Author : Mr. Chris Description : A techbase to blast your way through. That tells you pretty much all you need to know. A competent map by Glaice. It's a quick romp through a cramped techbase with classic sensibilities. It has the Glaice feel to it where it has the looks of a 90s/00s map (which I dig - I love 90s maps) with thought out enemy and item placement. There isn't really too much to say about this map other than it's a short and sweet techbase map. It's nothing new or particularly special but it does the trick. I played through it again and finished it in just over 4 minutes. Download: https://www.doomworld.com/files/file/16746-whack/ Glaice's Wiki Page: https://doomwiki.org/wiki/User:Mrchris
  3. Freedoom should be fine since it's free. I assume for Hacx you could if you gained permission (check the readme).
  4. @leodoom85 Painful Cave is a speedmap by leodoom85 inspired by speedmap sessions like Pigeon so was made, presumably, in 2-3 hours. It's a fun little map consisting mostly of working your way through a cave to an (fairly easy) arena battle with some techbase areas thrown in. The cave itself didn't get repetitive and was broken up with some outdoor action. The outdoor area was more like detailing but it really helped. Having some open sky in the middle of the cave was a nice accent with some good detailing in the area in particular. There was good detailing throughout the whole map actually, all the way from the cave to the techbase. It was never really visually boring but it was never stunning either which makes sense for a speedmap. Gameplaywise it's not too painful~ You get enough health and ammo on UV that you can go around just blasting monsters with rockets and plasma without worrying about conserving ammo too much. There was no annoying monster placement which is a big deal. You don't *need* to craft amazing fights for a fun map, killing monster is in and of itself fun so decent monster placement combined with visually solid level make for an amusing time. If you're after a fun 10 minute Doom session you should check it out.
  5. @Alter I played map01 of Evershrine by Alter and really enjoyed. I've now played map02 and honestly, I loved it. The flow of the map was impressive, you never got lost or confused in the non-linear level (A, B, C really help with that). There was great use of loops to keep you moving and on track at the same time. Visually the map is magnificent. It carries on some elements from map01 while introducing new ones with the green marble textured areas. Those areas were some of the most impressive looking. Each of the A, B and C areas look beautiful and played just as well. The length of the map was just right for this difficulty. It ended right when I wanted it to but still left me wanting more. The monster placement was just right leading to interesting fights with one being very difficult but still enjoyable. The map never felt unfair and every time I got fucked by revenants it was because I wasn't paying attention. The consistency of monster use and placement adds to the maps cohesion and makes things feel like they are where they should be. Alter asked for suggestions for a sequel - keep doing this. Make more maps like these. Having a mix of a bunch of short maps like map01 then medium maps like map02 then a climax with a huge map could work well. I'd like it if it went (not literally but similarly) short map, short map, medium map, short map, medium map etc etc. Sprinkle in some short and sweet maps like map01. That depends on how long you want the mapset to be and I do appreciate that just because a map is short does not mean it is quick and easy to make. I am very much looking forward to map03 and will be playing that soon. Download: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/evshrine
  6. Not really. My personal preference is straight Doom 1/2 maps with maybe custom textures but I'll be playing all sorts. My logic is that once we start getting into custom monsters and then weapons it becomes more of a mod review where as I'm looking for Doom maps. I'll be checking them out. When I do depends on how long they are. I've still got page 1 maps to go through and some maps have custom monsters, are made for Brutal Doom etc so that makes them lower on my list to play tbh (but I still will). I need to sit down and play some of the maps posted earlier rather than just chow down on @Glaice's maps like the glutton I am. That being said I'll probably play one of his next... <3 @bonnie <3 I'll def play crates
  7. I did a review/FDA myself and also may have mentioned it being your first map a couple of times... *collusion intensifies* Pharaoh replaces map31 in tnt.wad and is (shockingly) Egyptian themed. I found the map itself to be bland both in looks and gameplay. It was a series of brown corridors with flickering lights killing mostly imps and then about 6-7 pain elementals. I found the gameplay overly easy and the fights not very entertaining. There was an abundance of health and ammo (megasphere + backpack at start is a bit much) and the layout lead to cheese where I could easily hide behind decorations and avoid all projectile damage. The high points of the map were the sarcophagi and mummy. If there was more detailing like that and more of an Egyptian element (brown textures + anubis texture don't make the map feel very Egyptian-y in this case). I'd have preferred more map variation, kinder lighting and harder encounters. A readme is also very useful - https://www.doomworld.com/idgames/docs/editing/wadtempt It was a decent effort for a second map and I'd be interested in seeing a sequel or revamp. Thread/Download: https://www.doomworld.com/forum/topic/99294-my-new-map/
  8. Check the readme and see which map(s) the wad replaces. A lot of the time it'll be something like doom.wad E1M5 etc. You can't assume it's doom2.wad map01 with older (or even newer) maps.
  9. It's awesome that you're creating content, it's just that not everything needs to be released. I HIGHLY recommend making some small maps with stock assets (textures/enemies/weapons/etc) before touching any custom content. It will be very difficult to know how to use custom assets if you have no experience with the stock ones. Seriously, just make a few small maps you find fun and think look cool. Do that a few times until you feel comfortable enough to try a bigger map or a map to release.
  10. Peter's Sexy Hud. Super useful, I really like it.
  11. @Myst.Haruko The map description states that Haruko tried to express his depressive feelings through the texturing and that came through. The dim lighting and midi went a long way in helping it to sell the depressive feeling. The geometry was solid with some particularly nice detailing here and there but the actual layout was really good. The central hub worked well with keeping you on track. The monster placement was on point and led to interesting fights - particularly the ones involving archviles. I really found the difficulty to be just about perfect on UV. The crescendo at the end worked very well where it was tough but understandable and beatable. At first it's a chaotic mess of monsters, archviles and an Icon of Sin but as you work your way through the madness it starts to make sense. It takes care and attention to try to express something as abstract as an emotion (other than rage) through Doom wads and I think Greymood did that with the gameplay to back it up. I'd be interested to hear from Haruko if any particular set-piece or element was representative of anything. I recommend checking this map out and also Darkness Flaw which is also by MysteriousHaruko. I hope you're feeling a bit better now bud because your map made my day more enjoyable. Download: https://www.doomworld.com/files/file/18862-greymood/ Darkness Flaw: https://www.doomworld.com/files/file/18987-darkness-flaw/
    The map description states that Haruko tried to express his depressive feelings through the texturing and that came through. The dim lighting and midi went a long way in helping it to sell the depressive feeling. The geometry was solid with some particularly nice detailing here and there but the actual layout was really good. The central hub worked well with keeping you on track. The monster placement was on point and led to interesting fights - particularly the ones involving archviles. I really found the difficulty to be just about perfect on UV. The crescendo at the end worked very well where it was tough but understandable and beatable. At first it's a chaotic mess of monsters, archviles and an Icon of Sin but as you work your way through the madness it starts to make sense. It takes care and attention to try to express something as abstract as an emotion (other than rage) through Doom wads and I think Greymood did that with the gameplay to back it up. I'd be interested to hear from Haruko if any particular set-piece or element was representative of anything.
  12. @Glaice Needed a nice, short map after sewers so I did another of yours. Have you compiled the completed E2 replacement maps into a single WAD? An E2M2 replacement, by Glaice, that is part of a full E2 replacement which was unfortunately never completed. The map has a very classic/ID feel to it which serves it well. This means the detailing is present but not overdone although I did find some texture choices strange, especially one of the bar doors. I like the start area not being a small, self contained room and I also appreciate the little outdoor area connecting the two main areas. The flow is nice with a few good loops and windows into where you'll be going (such as seeing the blue key). The maps claims to be harder than stoned which it is and this is done primarily through pinky traps and teleporting shotgunners. The map is still quite easy and could be completed without dying without too much hassle. This isn't a bad thing and again makes me wish that this full E2 replacement was complete as so far both maps have been an enjoyable, relaxing play. I think a big part of this is that it is a Doom wad and not a Doom 2 wad meaning the bestiary is a lot more forgiving. It's a solid map and I look forward to playing more from Glaice (Mr. Chris). Download: https://www.doomworld.com/files/file/15678-iconic/ Other content by Glaice: https://doomwiki.org/wiki/User:Mrchris
  13. @bonnie Done! Sorry again for taking so long to play one of your maps, I hope you enjoy it. //NOTE: I find get lost at 31:17 and find the correct path at 37:33 so feel you can skip that part if you don't want to watch me run around like a dummy This is bonnie's entry to the Doomworld Mega Project 2017. This level takes place (mostly) in a sprawling sewer system. Bonnie has the finesse to actually make the sewers not only look good but varied too with different styles and liquids. This map has great detailing all the way through it. At one point you through an office with cubicles complete with keyboards and mice, mugs with coffee in them, overflowing toilets, rainy windows and you can crawl through the vents. The non-linear level design was great too, it features a lot of loops that work really well for flow. I did get lost for quite a while but it was due to my own mistake, I missed an elevator despite having used an elevator that had the same texture before. The combat is just as good as the map design and detailing itself with smart encounters which challenge how you would normally tackle a monster. A good example of this is fighting a revenant on nukage so you have to stand on edges of the sewer to avoid damage. The section with the big circle arena that raises and fills with monsters was very entertaining especially since your rockets go down since you're moving upward. Then I got to outdoor / lava area. Holy fuck, the difficulty ramped up so much that it's nuts. I always play on UV unless told to otherwise and god. damn. that shit was hard. It was doable though, you just have to know what needs to be done. I didn't find many secrets at all so maybe it's way easier if you do find them since the issue was ammo. If I had more ammo it would have been /a lot/ easier. Personally, I like the difficulty spike at the end. The last say, 25% of the map is 10x harder than anything before and actually finishing it is satisfying as hell. I highly recommend playing this level and will be checking out bonnie's other map from the DW thread - boxes all the way down - but now I really need a breather. Download: https://www.dropbox.com/s/q78hxgx5zxbncjr/bonsewersv5_5.wad?dl=1 DWMP 2017: https://www.doomworld.com/forum/topic/92522-doomworld-mega-project-2017-final/
  14. Mine still looks like this. I'm running GZDoom SVN (from within last week), OpenGL, Dynamic Lights enabled etc. Not sure why it's not showing up? Apologizes that your map didn't look as intended in the video, I will make a note in the description. If you can link me to an imgur gallery of screenshots of what it should look like I will link that also. Edit: Looks like your pics in Zand but not in GZDoom. Which are you running? I'll keep troubleshooting my end because GZ should have dynamic lights... Edit 2: I wasn't loading lights.pk3. I'm used to Zand where you dont need to load it manually so my bad. Again, if you link me to an imgur gallery I'll put it at top of the description. Sorry again for my noobiness.