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A.Gamma

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About A.Gamma

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  1. A.Gamma

    Post Your Doom Picture (Part 2)

    Maybe you could add height variation to the black part of the ceiling, while keeping the color scheme as is, so that the players eyes don't wander into the ceiling and can instead focus on ground level and whatever action is going on there.
  2. A.Gamma

    Post Your Doom Picture (Part 2)

    @Tango That's a very good shot! The texturing is really well done and pops out the detailing and architecture with your smart contrasting. Ceiling looks fine to me, otherwise you might risk making the scene too busy, but that's just my opinion.
  3. A.Gamma

    Under a Freezing Sea (Now on /idgames)

    Lol'd at him saying the rooms are too cramped and too full with monsters. Guess I should have included a disclaimer about the difficulty
  4. A.Gamma

    Fall of Society project for ZDOOM

    Awesome stuff. It was fun participating in this little project, even if my map ended up pushing it back!
  5. A.Gamma

    Post Your Doom Picture (Part 2)

    Thanks! @Marlamir I started somewhat late in September, so abou half a month on and off.
  6. A.Gamma

    Post Your Doom Picture (Part 2)

    Been secretly working on a city map for this project. Since it was designed with ZDoom in mind (not GZDoom) it was kind of tricky to get the city to look how I wanted while staying within software limits. I must admit, I partially failed since there are so many 3D floors that it can bog down the engine at times (GZDoom runs just fine). Anyway, since I'm close to be done with it, here are some screenshots!
  7. A.Gamma

    Under a Freezing Sea (Now on /idgames)

    Ah that explains the FPS problems. As for the arena size, I can see your point and definitely will take it into consideration if I ever remake the map/complete the episode. But that's unlikely to happen anytime soon as I want to focus on another project for now.
  8. A.Gamma

    Under a Freezing Sea (Now on /idgames)

    Glad that you liked the map and the underwater combat! They do add a whole other dimension to fighting. Also damn, 10-15 frames? I designed with an old PC in mind, one that has a Core 2 Duo and a GT 220, and even that got a solid 50-60 fps. This right here says everything. What you believe should be in a doom map/how monsters should be used is completely different from what I believe. I believe that all mid/high tier enemies can easily be used to your advantage with some clever footwork. Revenants can be easily painlocked, Mancubi are perfect for causing infighting, same as Arachnotrons. Also good catch on the Ancient Aliens throwback, because that's exactly what it is; an homage to one of the most fun wads I've ever played. Thanks! Ambient sounds can really add to make a map more than it would be without them, and I tried to put that to test in this map. Seems like it worked! Glad that you liked the underwater parts! TBH that was one of my concerns when making this map, since it's barely used I was affraid people would not like it. The Hades Elemental that I used is a nerfed version of the original that is meant to be a flying baron of sorts. I felt evil designing that trap! :D Heh, I like finding secrets so I always end up putting too many in my maps. I wanted to tell a short story of sorts, create some tension so that when shit went down, people knew it was coming. Finally I got the ammo right it seems! When I released the map it had very little ammo unless you found the secrets. Good stuff! I added them to help reduce frustration and generally help players. The cyber will stay, that's one of the things I set in stone when I started the map all those months ago. I know some people might not like it, but overall I think it really enhances the map. Yeah, I can see where you're coming from. I impossed a size limit on myself that was honestly kind of dumb in retrospect, but since the fights can still be done without too much trouble, I consider it a minor issue. Glad that you liked it! I had a lot of fun designing it, and while it was supposed to be the start of an episode, I think it works just find as a standalone piece. As for those secrets that you are missing...
  9. A.Gamma

    Under a Freezing Sea (Now on /idgames)

    Please tell me, how is it poorly balanced? I recognized it had ammo problems and that it can get confusing, but given that you're the first person to say that it's poorly balanced I'm genuinely curious.
  10. 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
  11. 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?
  12. 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.
  13. 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.
  14. 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.
  15. 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!
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