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DOOM 404 - complevel 2 megawad - now on idgames!
ArmouredBlood replied to Capellan's topic in Map Releases & Development
I played a bit more and got to map 23, been liking most of the maps but there were 3 I didn't particularly like. 14 has a berserk start that feels a bit shitty but I haven't been playing doom lately so it might just be trying to punch former humans between demons. 21 I just speedran, it felt too simple of a layout to bother maxing with how hard it would be with just rocket launcher vs 3 archviles and a cyber. 22 Was kinda similar in that it was just a run up to the switch, back to the key, and then trying to get back to the door. idk what happens after that but I didn't want to deal with that many demons with just a rocket launcher and ssg. I think with the latter 2 you ran into some complexity problems with your 404 lines limit, most wads are supposed to get bigger as you go farther in but I think you should focus on keeping things a bit tighter, perhaps go the opposite way. I noticed this happening a little with 20 and especially 19, I did not appreciate the archies in the key room being able to see me easily on the long fenced upper walk, and I think you could've added a few pillars or something to break it up, but that's the challenge. -
DOOM 404 - complevel 2 megawad - now on idgames!
ArmouredBlood replied to Capellan's topic in Map Releases & Development
Map 7 after the arachnotrons died and the pillars raise, if you fall in the middle you can't get back to the lifts again. Nothing else really standing out as problematic so far. -
The DWmegawad Club plays: Newgothic Movement 2 & Deus Vult II
ArmouredBlood replied to dobu gabu maru's topic in WAD Discussion
Map 16 was meant to be able to be played pretty much infinitely, which is why there's so much stuff around. I do think it could use the bigger ammo amounts ... but then I'd just have the same amount of items on there anyway lol. Gotta use that 40+ minute midi. STILL have no idea why some midi players hate it. Since Demon of the well is basically done with his writeups I'll throw out who did which map. Map1 - Armouredblood Map2 - Armouredblood Map3 - Archi Map4 - Archi Map5 - Mostly Archi, I did the blood falls pit and the sewer leading to it, as well as the exit fight Map6 - Armouredblood Map7 - Armouredblood Map8 - Archi Map9 - Armouredblood Map10 - Armouredblood, though Archi did texturing Map11 - Armouredblood Map12 - Archi Map13 - Armouredblood Map14 - Armouredblood Map15 - Armouredblood Map16 - Armouredblood, Archi did the swirly room with blocking lines and invuln Map31 - I did the central area and started the outside, Archi did the 2 key arenas and the background detailing. -
The DWmegawad Club plays: Newgothic Movement 2 & Deus Vult II
ArmouredBlood replied to dobu gabu maru's topic in WAD Discussion
The only problem is when you get a bit of an echo chamber going or the guys you pull in are too busy and you get little to no feedback =/ Anyway I'd reveal who made map 5 but I'm kinda interested in what you settle on once you've written your thoughts on the whole mapset. -
The DWmegawad Club plays: Newgothic Movement 2 & Deus Vult II
ArmouredBlood replied to dobu gabu maru's topic in WAD Discussion
I'm going to take this as permission to draft you as a beta tester if I make another mapset. Map9 was possibly the first map I started working on after NG1 was made and almost no one wanted to say anything about it except for nerfing the hell out of the ysk fight lol. Glad the rest of you are enjoying the maps, sorry I never got around to skill levels but I figured you'd only play this if you liked ng1 and got through that. -
The DWmegawad Club plays: Newgothic Movement 2 & Deus Vult II
ArmouredBlood replied to dobu gabu maru's topic in WAD Discussion
That node error was there pretty much since I first made the map years ago, and nothing I did ever fixed it. If you guys thought the yellow key fight was tough, you should've tried it when I first made it heheh. -
The DWmegawad Club plays: Newgothic Movement 2 & Deus Vult II
ArmouredBlood replied to dobu gabu maru's topic in WAD Discussion
Man that teleport puzzle was more jarring to people than I thought. Almost as bad as the platforming in swim with the whales eh ribbiks? -
The DWmegawad Club plays: Newgothic Movement 2 & Deus Vult II
ArmouredBlood replied to dobu gabu maru's topic in WAD Discussion
I'm glad Archi linked me this, fun to see you guys play it. Since Archi didn't want to say who made which maps I'll leave my responses to stuff out heheh. I think once you get through it though you'll figure out our styles. I think Ribbiks already gave away map2 though lol. -
SlaughterMAX. Now on /idgames!
ArmouredBlood replied to Benjogami's topic in Map Releases & Development
oh boy, do I try and make something that looks good or go ToD? -
Does a level designer's emotional state reflect their levels
ArmouredBlood replied to nxGangrel's topic in Doom General Discussion
I definitely noticed I was more prolific while stressed and possibly depressed. Escapist stuff. Since I ran out of ideas for doom I pretty much don't touch it. -
Newgothic Movement 2 - Public Beta
ArmouredBlood replied to ArmouredBlood's topic in Map Releases & Development
It's in /incoming. have fun -
Good aspects of challenging map design
ArmouredBlood replied to bioshockfan90's topic in WAD Discussion
Play lots of maps, learn how each mob works, and figure out how they put the most pressure on you. Then make a layout that puts that pressure up to 11. Then try to beat it until you barely can. The trick is to limit what mob types you throw into the layout. You literally can't have more than 4-5 mob types in an area though without them infighting and taking the pressure off. You've got to have each type placed so they cause minimal infighting, or have the pressure be the infighting. Random cyber rockets to the face are pretty common in slaughter, and an area saturated in manc fireballs is pretty bad. But generally infighting is bad for pressure, as revs will laser beam onto their target and other mobs have single projectiles and are fairly bad for volume fire, or are too fat to provide much volume (looking at you arachnotrons). Or die too fast or kill too quick like chaingunners and shotgunners. If your thing isn't slaughter, look into making the smallest map area you can without making it too hard to move in. I see time and again experienced mappers pointing out 'less area to move = harder' and it's true. Italo doom, while slaughter, is actually mostly small rooms, there's generally nothing huge that you can run around in. Swift death, though I didn't really play much of it, starts really small, and is jam packed with mobs in hard spots. You need a plan, and act on it well, to survive. Then there's my actual maps, where most are just hard enough and really an excuse to bring out the rocket launcher or bfg. Which are FUN weapons. If I had any real interest in coding I might make a game around bfg-eque mechanics. -
Happy Birthday Doom! NG2 is almost there, I swear ...
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Newgothic Movement 2 - Public Beta
ArmouredBlood replied to ArmouredBlood's topic in Map Releases & Development
It's a midi version of Primo Victoria by Sabaton, I don't remember where I found it. Eventually I'll make a list of what each midi is, if I can remember. -
Newgothic Movement 2 - Public Beta
ArmouredBlood replied to ArmouredBlood's topic in Map Releases & Development
So we've been looking over a bunch of feedback and vods on twitch etc and we've got a second beta version done, changelog in spoilers if I can do it correctly. But big news is, it's zdaemon compatible, according to Archi. Idk, I don't use it much. https://www.mediafire.com/?5f23a27r00gd78x