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About ArmouredBlood

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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?
  6. 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.
  7. oh boy, do I try and make something that looks good or go ToD?
  8. 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.
  9. It's in /incoming. have fun
  10. 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.
  11. Happy Birthday Doom! NG2 is almost there, I swear ...
  12. 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.
  13. 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.
  14. So it slipped my mind, map16's midi doesn't like fluidsynth I think? So change the midi playback to sdl or portmidi. Sorry but it's been a problem for a while and I can't figure it out.
  15. There should be a shotgunner on a small platform before that, but yeah there should just be a shotgun there instead. It's ... really weird to just throw it in so late though. map16, there are options to get it to be more consistent ... but it involves moving the spawn destination outside the map to a closet, and I didn't want that. Or I could make the scroll faster, it looks weird, well weirder. 31, I'll have to look at that.