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About Demonologist

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  1. Demonologist

    Slaughterfest (201)3 [-complevel 9]

    Much appreciated! Based on my own observations, going for the blue key first might be a preferred option when it comes to speed (though I surely understand the urge to survive the red key area first, heh) since the red key swarm seems easier to suppress quickly before it floods the central area (with both the RL and the BFG on one's hands, that is); going for the RL right after grabbing the plasma might also be a good idea (one could rocket the perched snipers and PEs en route to the blue key area right away without too much hassle, too). Still, I didn't really do any serious speedrunning attempts for this map and these are just some tentative schemes in my head, so take my words with a grain of salt. Anyway cool demo, thanks!
  2. Consider bringing the Mordeth award back for this issue of Cacowards, simply to give it to Slaughterfest 3 and silence all the related jokes that aren't even jokes anymore. The end of an era!
  3. Demonologist

    Phlegethontic Waves

    Got it this time, thanks again!
  4. Demonologist

    Phlegethontic Waves

    Thanks a ton, W! Unfortunately I can't download your FDA, gives me an error.
  5. Demonologist

    MAYhem 2018 - Orange Version!

    Blazing Gospel v3 - sprinkled some more ammo throughout - removed a couple ethereal souls from the cave on all difficulties, replaced the two in the beginning of the map with shotgunners on HMP - made the switch revealing the startan key secret a bit more noticeable (+an additional visual clue) - misc. cosmetic fixes and corrected misalignments here and there. Thanks to everyone who played the map and left feedback and demos, especially to @Roofi for such dedication and extensive writeups, you're awesome. Cheers!
  6. Surely took my sweet time with this one, though after finally being able to give it a proper playthrough I'd like to say a couple things about this set since it surely deserves some attention. I'm a plutonia nut, so themes and motifs like these are pretty much a mousetrap for me. 01 - Indeed the global symmetry gimmick works largely against it, overall it plays alright though, with some solid encounter design and engaging gameplay overall, so it's a somewhat flawed but also generally endearing opener. 02 - Definitely not my cup of tea in any way whatsoever, very gimmicky, very harsh, the visuals were also largely a miss tbf, felt tastelessly and garishly "avantgarde", even jokemappey at times; basically, the whole map leaves that impression in the end, many things about it feel mockingly absurd and non-serious. I'm sorry if it all sounds offensive since I'm not really here to bash, but this map really is this mapset's black sheep in more ways than one, and unfortunately it's not really a good thing. 03 - The real star of the show, this one is big, complex and quite inventive in its approaches to exquisite torture. I find it very amusing how plutonia-themed (in terms of aesthetics at least) mapsets tend to deviate from their progenitor and into the realm of all-out hardcore in a number of different ways, first it's c-shock and its hordes, then skepland and its surgical (read - Mengele-grade) monster placement and carefully calculated ammo/health distribution - and now this map. I must admit that while it suffers a bit from 02's influence (lots and lots of platforming, then lots of platforming, then lots and lots of platforming for some more, and overall all those poles kinda divert from thematic consistency and architectural cohesion) - it largely excels at establishing varied and creative combat setups, some of them genuinely cruel and quirky (like the very beginning), some quite imposing and intimidating, but all of them different and generally interesting to both witness and overcome, even though the whole thing is still somewhat rough around the edges. There's a rough gem lying at this map's core, sometimes it's a bit crude, at other times a bit absurd, nevertheless it's got lots of charm and charisma, and it also demonstrates some sheer talent that probably needs to be honed and refined a little bit, yet you've got great potential, I guess soon enough you'll be able to produce some truly stellar stuff devoid of most "buts" like the ones above. I'll definitely be on the lookout for more maps from you. One small (?) thing though - I'd really appreciate it if the platforming becomes less accentuated next time, but my voice in that regard mostly goes unheard, hehe... Thanks for making these maps, looking forward to playing more one day!
  7. Demonologist

    Phlegethontic Waves

    Thanks a lot, @boris ! Yeah, the sp_rock and gstone/marble combo à la Against Thee Wickedly has always been among the most striking in Ultimate Doom for me, so I didn't think twice when it came to visual style. Cheers!
  8. Demonologist

    Slaughterfest 3 - Released

    By the decree of our almighty infernal lord, the old map31 is hereby excommunicated and banished in favor of the new acolytes that are fully dedicated to our great cause in body and soul. Praise his infernal majesty, and let his will be done, now and forever!
  9. Demonologist

    Phlegethontic Waves

    @Aquila Chrysaetos Thanks, that's a lot of praise, heh. Glad you liked it! Aurum nostrum non est aurum vulgi, or so they say. @Steve D Thanks a ton for the writeup! Indeed, ask and ye shall receive. Well yes, I'm much less anal about texture cutoffs (more like indifferent, really), and horizontal alignment becomes a PITA at some point unless the "breaking things up with another texture" design paradigm is applied, didn't really want to do that for this particular building at least, so at some point I predictably ended up saying "ah, screw it". Marble skulls, on the other hand, are 100% intentional, so whenever you see those - know that this is how I wanted for them to look like in terms of vertical alignment. Re: "kindler, gentler Demonologist" - I kept saying some time ago that I grew tired of doing things the way I used to since endless self-repetition is hardly a good thing, so for the last couple years I've been mostly exploring different things, one small step at a time. It's not that I'm going to adandon slaughter completely mind, but I'd rather mix it up with something else and push it much farther towards the background, with something else being prevalent and layouts not being series of arenas. Batshit-grade difficulty is not among my primary goals these days, too. The main purpose of the slaughter fight in this map is to intimidate, especially during the contest when the player is already stressed enough, but it was never meant to punish, it's very manageable unless something really stupid is done, or the track of those cybers is lost, especially in the very beginning when failing to split one's attention between them potentially means catching a rocket or two. Now, to that switch sequence - admittedly mean, somewhat, yet at the very least during contests most players are eager to beat the map as fast as possible, so this was primarily meant to complicate their escape from the massacre; essentially every pressed switch reveals another one in the opposite direction, so basically the player has to cross the battlefield several times before finally being able to lower the bars, that's the logic behind all this. Cheers, and I'm very glad that you liked it!
  10. Demonologist

    Phlegethontic Waves

    Thanks tourn, glad you liked it! Nah at this point I'm done with those for good, so this routine is no more. Enough is enough, and besides, folks like Urthar utilize Q1-related stuff much more competently than I ever had. Heh yeah, chainsawing things is a crystally clear indication. Well, something like that always slips through, and even though I tried to fix those bleeding midtextures on the go - I've obviously forgotten about some of those, and the fact that both skep and I did our test runs in ogl-based ports didn't help, either. Seems like Im leaving those in to prevent the demo playback from messing up, as having different versions of a single map for different purposes goes against my program. I suppose I'll have to ask for your help as well next time since you seem to have a keener eye for that sort of thing, heh. By the way, it's been a while since I last played a tourniquet map... *wink wink nudge nudge*
  11. Demonologist

    Phlegethontic Waves

    A single map in limit-removing format (-complevel 3 in prboom-plus, though glboom-plus is recommended for best looks) for Ultimate Doom that was used for the First-try Demo Contest #18. All the demos and the results table are also included, so this is another opportunity for me to thank all the participants, as well as @skepticist for playtesting. !!! Please note that in plays on e3m5. Screenshots: Download from Mediafire (/idgames link pending) So @Steve D, do you remember when you once said that I should make a map for Ultimate Doom?.. And thus, worst nightmares come true, it's time to reap what was sown back then. Have fun!
  12. Demonologist

    First-try Demo Contest #18 (June 23rd, 15:00 UTC)

    @Bdubzzz the timer starts as soon as the password to the .zip is revealed, and stops when your demo reaches the organizer (i.e. me). So yeah, those 5 mins you mentioned count as well.
  13. Demonologist

    First-try Demo Contest #18 (June 23rd, 15:00 UTC)

    @Bdubzzz not really, as there has been notable delay, sorry. But yeah, having fun is the main thing. @NoisyVelvet It's 4 mins of the delay allowed and then 7 mins bringing 5 mins to your final time each, which makes 35 mins penalty in total. But yeah, I guess it's +10 mins more, heh. I was rather sleepy by the time I was counting all that, yikes. So it's better not to use the "@" in passwords to avoid this confusing mess huh... So very useful instead of "a" for increased password strength, but oh well.
  14. Demonologist

    First-try Demo Contest #18 (June 23rd, 15:00 UTC)

    Results: Congrats to all the winners! As sad as it is, this time around some participants managed to gather some penalties, Plut in particular lost his leaderboard position that way. Password issues are also weird, things like those must've been really embarrassing, can't remember anything like that happening before. Demos: http://www.mediafire.com/file/3krj23tur6n49aj/fdc18demos.zip/file Thanks a lot again to all who participated! @Memfis As far as I can tell - spaces appear at the end of every string in here, so I'm not the one to blame. Try copying any other message and you'll see.
  15. Demonologist

    First-try Demo Contest #18 (June 23rd, 15:00 UTC)

    That's strange, no idea what might be causing it. Regional encoding issues?.. The contest is over, thanks to all the participants. The results are going to arrive soon enough, stay tuned.