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A.Gamma

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About A.Gamma

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  1. A.Gamma

    Under a Freezing Sea (Now on /idgames)

    The map is now on /idgames! Thanks a lot to everyone who played it and gave feedback! /idgames link: https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/ag_fsea
  2. A.Gamma

    Horizontally "moving" 3D floors.

    Huh, interesting. I managed to get a train working with portals + polyobjects, but could never get a 3D floor to render properly. How did you do it?
  3. A.Gamma

    Doom 3: Final Scream (Community Project)

    This looks like a very interesting idea, however I'll also like to add my voice in favor of portals since they can really add to the complexity and architecture of a map, and when done tastefully, people will barely notice them.
  4. A.Gamma

    Under a Freezing Sea (Now on /idgames)

    Older versions of GZDoom don't render portals, which is exactly the way I did the room. I recommend updating your GZDoom.
  5. A.Gamma

    Under a Freezing Sea (Now on /idgames)

    Thanks for playing it! It makes me happy knowing people enjoy my maps :D There's a button after the first underwater section. If you played with the lastest version, the button is highlighted with a spotlight.
  6. A.Gamma

    Post Your Doom Picture (Part 2)

    @Dragonfly I'll keep an eye out for the eventual release then and make sure to make some of them tasty demos, whether you release the map by itself or as a bundle!
  7. A.Gamma

    Post Your Doom Picture (Part 2)

    Less than two hours is honestly amazing, even my fastest speed maps are above 3, mostly because I tend to build on the big side. Anyway, do you plan to publicly release the map? I want to play it :P
  8. A.Gamma

    Post Your Doom Picture (Part 2)

    I'm not that sure about CONS1_X on the ceiling on the second to last shot but otherwise it looks great and fun! I love me some industrial looking maps!
  9. A.Gamma

    Under a Freezing Sea (Now on /idgames)

    Glad that you liked it and found it useful! IMO the underwater theme is one of the more underdeveloped in Doom, maybe I'll return to it someday.
  10. A.Gamma

    Under a Freezing Sea (Now on /idgames)

    Hate to do the double post, but here's RC3: https://waa.ai/aMaL I changed the final fight per Rdwpa's suggestions and fixed the teleport scripts so that monsters won't fail to teleport. If nothing else comes up in the next few days I'll upload this version to idgames.
  11. A.Gamma

    Under a Freezing Sea (Now on /idgames)

    Thanks for the feedback guys! Some of the points mentioned are a consequence of this being originally an episode, but I'll take them into account. -I'm glad you liked the custom monsters! Those were some of my primary concerns when making the map. As for the Hades Elemental; it's original incarnation (the one in R667) is much deadlier tbh, but it also feels out of place. Basically what I tried to do was to remove some of the most "Un-Doomy" elements of it and transform into, for lack of a better description, a flying Baron. A meaty monster with a not so dangerous attack that can overwhelm the unprepared but is otherwise a relatively simple foe. That is one of the consequences of designing with an episode in mind. The underwater sections in this level were meant to be an introduction to the concept of underwater combat, which imo has been barely used in any map. Thanks! As for the lack of grandiose vistas... well yeah, they're lacking. This was the first time I worked with UDMF so I was a bit over my head and stuck to what I knew. Ah damn, I tried to highlight the important areas using colored lighting to guide the players into them, but seems like I failed. As for the tutorial being disorienting; you're not the first one to tell me that so I'm thinking of adding a light or something near the switch to make it pop. Another leftover of the original intent. Later levels were going to feature more of that kind of lifts, so it's seemed appropiate to add a message about them. As for the level relased, there's one but it's inside a secret area. Hmmm, I see where you're coming from and I think I have an idea to make the final fight more fitting. I added the autosaves as a way to accommodate players that want to play in UV but might find the map a bit too hard, as a way to reduce frusrtation. That is so good to hear! I was still doing some fine tunning to the map when I released my speedmap set, and the feedback you gave there was invaluable to making this one that much better.
  12. A.Gamma

    Under a Freezing Sea (Now on /idgames)

    I'm glad you commented when you did @SiFi270 since I was just about to upload a new version and I had time to fix the bugs you reported. I'm also glad that you found the map enjoyable! So, new version. It has a bit more ammo(Mostly rockets), and a non-secret backpack. Also I fixed the bugs mentioned in the post above mine. Change file name to AGFrozen_RC2 (because the last one was supposed to be RC1). EDIT: Updated version to RC2a, added more ammo and changed one Vile turret that made gameplay boring. New Version
  13. A.Gamma

    Under a Freezing Sea (Now on /idgames)

    Ah, that makes sense and tends to be a common complain with what few maps I've put out(that or too much ammo). However I feel like I should add that I love to use infighting to save ammo and balance to what I use, still I'll try to add some more ammo without overdoing it. Thanks for your feedback!
  14. A.Gamma

    Under a Freezing Sea (Now on /idgames)

    I posted screenshots of this map a while ago, maybe you saw one of those?
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