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ArmouredBlood

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Everything posted by ArmouredBlood

  1. Note by Grazza: Welcome to the First attempt demos thread. This is the place to post demos that you have recorded when playing a map for the first time ever, with no previous knowledge of the map. That is, you have never ever played it before, and have not looked at it in an editor, or watched demos on it. This is not the thread to post first-exit demos, or failed demo attempts. Post them in the threads where they belong. The normal practice with first demo attempts (or FDAs for short) is to restart*** the map after a death, and keep playing the map from scratch until you exit (or give up). It is nice to give some stats for these attempts, including number of deaths, total time, and perhaps number of missed monsters/secrets if you were trying for Max kills. --------------------------------------------------- *** To clear up the ambiguous wording, it is customary to keep playing after dying by respawning, not by quitting and restarting the map. -dew Now back to ArmouredBlood's original post: --------------------------------------------------- 1st attempt demos lasting about an hour on phmlspeed MAP06 (Don't know how long link will last, check the thread in wads/mods if it breaks). Did not finish but I think I was getting close. ab-phmlspdm061st-attempts.zip
  2. 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.
  3. 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.
  4. Hey there Doomworld, it's been a long time coming, and would likely have fallen into the depths of the void without Archi prodding me along and contributing several maps. But we have rallied together and put together 17 maps, 1-16 and a map31, for a second movement of the Newgothic piece. While we have had lots of help with feedback from select testers, now we need the community to find bugs and uh, help with difficulty settings, and any feedback provided will be appreciated. Demos, twitch streams, youtube videos, anything you'd like to post, is welcome. Especially map names, though please limit suggestions to specific maps and, if possible, edit your post to include any more name suggestions so we have it in one place. Here is the download link: https://www.mediafire.com/?jmsfrxfbjwx91g1 Now get ready for some great slaughter gameplay and get dooming! Screenshots without the hordes of mobs: http://imgur.com/a/dTxvt E: Map16's midi doesn't like certain formats, I think portmidi or sdl works, so change it for that map. E: V2 Changelog here https://www.doomworld.com/vb/post/1689343 DOWNLOAD V2 HERE https://www.mediafire.com/?5f23a27r00gd78x
  5. ArmouredBlood

    The DWmegawad Club plays: Newgothic Movement 2 & Deus Vult II

    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.
  6. ArmouredBlood

    The DWmegawad Club plays: Newgothic Movement 2 & Deus Vult II

    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.
  7. ArmouredBlood

    The DWmegawad Club plays: Newgothic Movement 2 & Deus Vult II

    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.
  8. ArmouredBlood

    The DWmegawad Club plays: Newgothic Movement 2 & Deus Vult II

    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.
  9. ArmouredBlood

    The DWmegawad Club plays: Newgothic Movement 2 & Deus Vult II

    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?
  10. ArmouredBlood

    The DWmegawad Club plays: Newgothic Movement 2 & Deus Vult II

    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.
  11. ArmouredBlood

    SlaughterMAX. Now on /idgames!

    oh boy, do I try and make something that looks good or go ToD?
  12. 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.
  13. ArmouredBlood

    Newgothic Movement 2 - Public Beta

    It's in /incoming. have fun
  14. ArmouredBlood

    Good aspects of challenging map design

    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.
  15. ArmouredBlood

    Doom Turns 23: No End in Sight

    Happy Birthday Doom! NG2 is almost there, I swear ...
  16. ArmouredBlood

    Newgothic Movement 2 - Public Beta

    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.
  17. ArmouredBlood

    Newgothic Movement 2 - Public Beta

    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
  18. ArmouredBlood

    Newgothic Movement 2 - Public Beta

    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.
  19. ArmouredBlood

    Newgothic Movement 2 - Public Beta

    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.
  20. ArmouredBlood

    Newgothic Movement 2 - Public Beta

    Nice speed, definitely favors that over max. Bemused, that's going to be an issue for a lot of people I bet, it just had to be done cause the way the fight works.
  21. ArmouredBlood

    Newgothic Movement 2 - Public Beta

    Some of the maps use zdoom -extended format nodes, I think zdaemon doesn't handle that. pr/glboom+ are the intended ports.
  22. ArmouredBlood

    Newgothic Movement 2 - Public Beta

    Hope you guys are enjoying it, let me know if anything is buggy! Or Map name suggestions, those would be cool too.
  23. ArmouredBlood

    MAYhem 5.0: By popular demand!

    16 grid, max straight line length 160, max health available in level 1600, must have exactly 16 cyberdemons.
  24. ArmouredBlood

    DOOM - Exclusive SnapMap and Singleplayer Streams

    Possibly different demons take up different amounts of % since the bigger, more varied ai and sheer polygons required to render them are higher. If you notice the part where he added the revenant, that map had ~1.7% taken, then with the rev added was at ~3.3%? So it's not going to be entirely equal. Possibly the ai conductor will be able to spawn things in without taking up mob space, which would be just ... awesome. And if it can learn, oh boy, the slaughterfests that will be possible.
  25. ArmouredBlood

    DOOM - Exclusive SnapMap and Singleplayer Streams

    I'm satisfied with what I saw for now. Hopefully a few larger rooms will be released for some epic slaughterfests which will only be one room cause consoles, but hey, I get to spread my madness to them too.
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