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FireSeraphim

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About FireSeraphim

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  1. FireSeraphim

    Doomworld Mega Project 2015 - Now on /idgames

    I might get back in later on in the year. So don't quite count me out just yet.
  2. FireSeraphim

    Doomworld Mega Project 2015 - Now on /idgames

    I think I'm going to have to drop out of this project. I have quite a few things on my plate already. But then again, I might be able to find some free time later on in the year to get back in.
  3. FireSeraphim

    Doomworld Mega Project 2015 - Now on /idgames

    I will be participating in this year's DWMP and the Map I'm working on is a sequel of sorts to my map from last year and it even continues the storyline from last year's map. I will tell you ahead of time that my map is UDMF format and that it will require jumping. I forgot to mention that in my submission from last year but I'm not going to make that mistake this year. Enough with my inane mutterings, onto the screenshots!
  4. But I digress, I will admit that I need some assistance with certain aspects of this project. Here is a list of things that I need to do and some things I need criticisms on before I can release the next public alpha of this project. I need some alpha testers and gameplay critics. My current concerns is the weapons "feel" and balance. Especially the Grenade launcher and the tweaks I did to the Chaingun. My concern with the former is that despite my best efforts the grenade launcher somehow feels weak and unpolished. My concerns with the latter is that the Chaingun might be OP. I am also concerned that I may be putting too many health bonus pickups throughout the levels so far. I still need to finish Level Two, but I need some play testers to play through it for singleplayer and co-op balancing purposes. If anyone wishes to assist me, please don't hesitate to PM me. Even If I do have a bad habit of hesitating on certain things.
  5. FireSeraphim

    Doomworld Mega Project 2014 - final versions up

    Mine has been done for quite some time now and the link is on this page a few posts up. I'm just waiting for someone to do some final bits of quality assurance testing, bugtesting and critiquing and quite frankly the lack of the aforementioned things that I have mentioned so far is baffling. Is my map that utterly unremarkable? I mean seriously. It is really that un-noteworthy?
  6. FireSeraphim

    Doomworld Mega Project 2014 - final versions up

    You need the latest SVN Revision of GZDoom, which can be found here: http://devbuilds.drdteam.org/gzdoom/ The one near the top is the latest version
  7. FireSeraphim

    Doomworld Mega Project 2014 - final versions up

    https://dl.dropboxusercontent.com/u/7624816/DooM%20Works/Releases/DWMP%20MAP28%20Near%20Final%20Beta.wad My level for this collab is complete, I just need some volunteers to do some final bits of quality assurance testing, bugtesting and critiquing. This map is in UDMF Format and was dev tested with the latest revision of GZDoom.
  8. FireSeraphim

    Doomworld Mega Project 2014 - final versions up

    @Walter Confalonieri: Thank you. And now for a couple more screenshots of my map for this collab. Kinda wish someone would edit the OP and add me to the list.
  9. FireSeraphim

    Doomworld Mega Project 2014 - final versions up

    Some screenshots of my Map for this collab. The map's name is "Fight of the Century"
  10. FireSeraphim

    Kalinus Map Projects

    I kinda already helped him out Mad Butcher (I helped him via PM), but thank you for linking this. I think anyone reading this thread will still benefit from the new link you posted.
  11. FireSeraphim

    Doomworld Mega Project 2014 - final versions up

    I see. Well what I have in mind would be more appropriate for map28. Basically a Boss rush map where you fight a few of the major bosses of the Doom engine games in this order: Cyberdemon, SpiderMastermind, Maulotaur, D'sparil, Traductus and that's about it really. (I dunno if Korax would be worth the effort since some of his attacks involve ACS)
  12. FireSeraphim

    Doomworld Mega Project 2014 - final versions up

    I am liking the very concept of this project. If Map 28 is still open or if I can claim a new spot, I would love to make something for this.
  13. [color=red]Warning: Due to the nature of the levels from the original game that this mod's levelset is inspired by (Turok - Dinosaur Hunter), platforming is to be expected as well as crouching to enter a drainage pipe leading to a secret in level five. Second Warning: This mod borrows some jungle props from TESII: Daggerfall and a single Palm Tree from Necrodome.[/color] Now that I got that out of the way, I think I should explain what this mod is about. I think I'll just qoute myself from the thread over on the Zdoom forums. But there is a slight bit more to this mod than just levels. For Instance, I have created a special category of rare "superammo" for the Shotgun, Super shotgun and Plasma rifle so far (Explosive Shells (Kyle873 helped me out on this one), and Fusion Cells. Don't worry, they have been properly balanced and they function like the alt ammo in T1. meaning that you can't swap between the normal and "super" ammo and have to use up the "super" ammo before going back to the normal ammo). Another thing that I have done is reworking the Chaingun to act more the Minigun from T1 and coding an Assault Rifle that functions like the one from Turok 1. (Don't worry, the sprites are appropriately doom styled and centered and the two aforementioned weapons have been tweaked and balanced against each other until they were just right.) as well as a proper doom styled Grenade Launcher (nope, not using the sprites from KDIZD or Skulltag, the GL's sprites are actually from OSJClatchford, still trying to make it feel right and balance it so that it does not get obsoleted by the Rocket Launcher) (Really should consider writing a changelog) Levels Done so far.The Hub (The Hub Ruins) a loose approximation of the original, with completely redesigned hub portals (100%) Level One (Ancient Canyons) Jungle/Canyon (100%) Level Two (The Deep Jungle) Jungle/Riverside/Plateau (55%) Level Three (*The Lost City Revisited) Ancient City (0%) Level Four (Currently Unnamed) Mostly outdoor Ancient Ruins (0%) Level Five (The Catacombs Revisited) Ancient Catacombs (0%) Level Six (Currently Unnamed) Treetop Village (0%) Level Seven (The Lost Lands Revisited) badlands with demonic techbase exterior(45%) Level Eight (Currently Unnamed) A sorta techbase-y demonic fortressSome older screenshots http://imgur.com/GfwXHPR,J6Pc4cV,PVeBMO0,9a9X5GA#0 And now for the who's who of people who have either helped me, gave me some resources or people who I have borrow resources from. For those of you who are now curious, I have an older public beta that you can all try out: https://dl.dropboxusercontent.com/u/7624816/DooM%20Works/Releases/T-Style%20MAP01%20Public%20Alpha.pk3
  14. FireSeraphim

    Kalinus Map Projects

    It's a promising start. (Been a long time since I last stopped by here). Might I sincerely recommend DefconRazor32's texture pack? It's an excellent texture pack with good gritty, rusty and generally dilapidated looking doom texture edits, perfect for a level of this nature.
  15. FireSeraphim

    1994 tune-up challenge (*updated /idgames link*)

    This project show some true promise. I confess that you gentlemen have so far done a fine job judging from the ealier screenshots and I hope that this project see the light of day.
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