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Posts posted by xvertigox
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glboom++ complevel 9
The wad starts off with an issue, no port is specified in the readme. I looked into it and it's a Boom map but from memory I don't believe it uses any Boom actions so may be playable in a limit removing port.
The map itself is decidedly average. It's too big for the small amount of monsters you fight at a time. Large rooms had me anticipating epic battles but the map never follows through. Health is reasonable and consistent however the ammo is spotty. It's not tight on ammo in that it gives you a challenge (you can dodge most everything regardless of ammo) but it is annoying.
Map flow is fairly aggravating. The maps 'gimmick' is you have a start room with four teleports - three lead to areas with keys and the final leads to the three-key exit. The most notably annoying area has you teleport right next to a lift without a teleport to get back. What makes it annoying is it's a reasonable distance to get to the teleporter that takes you back to the hub so if you accidentally go through it you have to waste time getting back. The teleporter should definitely be two way. Another issue with the map flow is that a required door looks like a plain wall, if I hadn't checked the automap I never would have figured out how to progress. Another progression issue is a switch texture that is activated from the start - I ran past this multiple times before realizing that I didn't flip it to raise the necessary bridge (you can see me almost quit if you watch my playthrough video).
Visually, the overly large environments lead to them feeling under-detailed especially with the lack of light variation. That's not to say it's all one light level but more gradients and contrasts would go a long way in breaking up the expansive rooms. It's not terrible but it's not great (this sums up the entire map).
Combat encounters are quite tame and one dimensional. For each fight you can either a) circle strafe everything with ample room or b) funnel through a, relatively, narrow space. Difficulty on UV is very gentle bar the occasional long range hitscanners.
It's not an overtly bad or unenjoyable map but it does leave a lot to be desired. It feels like a novice map so I cut it a fair amount of slack.
I give this map 2/5 buttholes
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SpoilerVideo
Spoiler -
Nice, that's cool. You could possibly even add a border and then change the ceiling texture if need be? I think it still needs a bit more detailing. 64u borders around the columns with a diff texture maybe? Lighting variation would help too.
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Just a quick note even though I know this is WIP but it's worth saying - I would a bunch of height and texture variations to the ceiling, it's quite under detailed at the moment.
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Generally, when starting a community project you'd have a map of your own completed to a) show the style b) show you've put in some effort. Have you got any of your maps started or completed yet?
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Depends 100% on the room and enemies. In a vacuum (E2M8) I'd say clockwise but there's only a very slight affinity for that direction. Even that depends on which way I'm dodging the enemies first shot (dodge left, keep going clockwise and vice-versa).
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Ordering is live and I've just put mine in! Time to forget about for months and months until it finally shows up.
Edit:
On 3/31/2021 at 9:13 PM, Murdoch said:Kind of want even though i have no switch.
Buy it and sell the Switch games ;o
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Personally, I'm not a huge fan of Eternal. I haven't bothered to finish AG1/AG2. The gameplay loop just doesn't get me off. That being said I am absolutely stoked with the direction the franchise is going in.
The amount of attention and people that this fast paced gameplay has pulled in is fan-fucking-tastic. As a lifelong arena FPS fan the more people playing fast paced FPS the better.
When I do play Eternal I play on UV, I might even just play on HMP just to see the visuals and level design. If the new series was more faithful to Doom there would be a lot less enthusiasm and attention.
I love the visuals of Eternal and the worldbuilding. Gameplay is decent but the weapon switching and lack of pickups are meh.
The main thing is we still have Doom and Doom 2. What the fuck else do we need? We can't reasonably expect ID to create anything a) as good b) as moddable. As long as there's Doomers like us out there playing and making stuff then I'm happy. If a newer generation has more affinity of the quick weapon switching and dashing of Eternal then more power to them. -
Honestly, the games itself are irrelevant to me. @Redneckerz was right, the shadow box is the moneyshot. Comic reprint is fucking awesome too. I own Doom on so many platforms that I couldn't give 2 shits about a physical copy but I don't have a metal red keycard!
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I just gotta say I *loved* Korax mod back in the day. I remember it having a JDoom dependency or something? In any case, fuck yeah Korax mod. Maybe if I play with it I'll actually finish Hexen properly for the first time in my life.
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It'd be cooler if it wasn't for Switch but tbh, the games are the least important things here IMO.
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I really enjoy bite-sized maps, the pacing and resulting satisfaction from finishing a map works well for me. For general maps it's not that I prefer linear maps it's that I 100%, fully and totally, hate the feeling of being lost and not knowing how to progress. That is the worst fucking feeling when it comes to Doom.
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Fuck yeah, I love 90s wads. I try to put myself back in time when I do, I like to imagine what the mapper was thinking, what other wads he/she would have played etc. I also like to listen to era appropriate music with NIN being an all-time favorite.
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Awesome to see another person doing FDA reviews! I have no wad for you to review but I have a couple of comments about the preview video you posted. The sound is quiet and tinny because it's your mic capturing it off your speakers, I'd recommend grabbing the actual audio source and using that. The framerate of the video isn't ideal either, it's quite low and choppy, 60fps is what you want.
If you need any help setting up OBS to record or anything like that just hit me up and I'll do what I can.
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It's awesome to see this released. This DBP is a culmination of a lot of creativity and effort from a lot of different people over a series of many months. Big shoutouts to the players and to everyone involved.
DBK 4 lyfe! -
Here's a list in no particular order (except for Square at the top):
http://adventuresofsquare.com/
http://www.drnostromo.com/hacx/
http://heroestospare.com/rabotik/harmony.php
https://mikestoybox.net/2019/03/31/robocop-doom/
https://mikestoybox.net/2017/02/12/splatterhouse-3d/
http://www.chucktropolis.com/gamers.htm
https://www.realm667.com/index.php/en/projects-mainmenu-50/34-projects/currently-in-development-projects/1856-blade-of-agony
https://doomwiki.org/wiki/Category:Total_conversions -
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Here's the rest of the maps for posterity.
It would make a lot of sense to include this as a Unity wad. (*cough* @sponge *cough*) The SP is unique and a blast while at the same time the DM maps are very well balanced. It would be fantastic to have access to a good set of DM maps for MP in Unity, killing my mate in MAP01 and MAP07 get boring after a while.Spoiler -
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I saw this mentioned in a different thread and wow, PsyDoom works great out of the box. I was able to immediately start up Doom 1/2 and Final Doom and get to playing. I haven't played much at all but the controls are tight and the lighting looks great. I'm surprised at how mature this looks already, great job!
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7 minutes ago, DemonicSavage said:My best bet would be modding, for sure. Is there good documentation for GZDoom scripting? I tried to find it but it seems very sparse.
ZDoom Wiki is what you're after:
https://zdoom.org/wiki/DECORATEIf you need a hand shout out.
Endless Random /idgames WAD Adventures #006
in WAD Discussion
Posted
Rescue by Templar (2003)
Vanilla map but played in glBoom++ complevel 3
This is a quick and dirty Doom 1 techbase/spaceship map by Templar. The gameplay throughout the whole map is basically just "spam down a hallway" or "spam in a big-ish room". Ammo is scarce at the start and I imagine if you take an 'incorrect' route you could become suitably boned.
There is a distinct lack in detail and texture variety. For a spaceship map it sort of works but it really could be better. Progression is semi-linear and, owing to it's small size, not confusing. You can see the inconsistent detailing in the second screenshot. There's small bits of detail like debris and furniture but no detailing for the long hallways or larger rooms. The gameplay isn't bad bad. It's not very dynamic and is repetitive but given how short the map is this didn't really grate on my nerves.
One issue I encountered was that because the room that houses monsters for teleport traps is so strangely designed the last two enemies didn't teleport in and I couldn't get 100% kills. (Illustration 1 | Illustration 2)
There's honestly not much to say about the map. It's very small, full of low tier enemies (333 to be exact) and overly quite plain. If you look at the screenshots you've experienced most of what the map has to offer.
I give it 2/5 buttholes
Screenshots
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