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About ipaqmaster
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Green Marine
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This was a lot of fun with RO_3.0e. I love a well designed slaughter map. The map could better support mods such as RO with additional weapon pickups scattered around the map so RO has an opportunity to shuffle them into its own pickups and fill the player's inventory with more weapon choices as they progress through the level. I had only a small selection of RO's weapons from the few pickups on the map plus a few random slot-4 weapons dropped by the chaingunners. gzdoom really started to push the single-core boost clock of my machine (>4.6GHz) about halfway into the map and things started to slow down despite the GPU being mostly bored. I wonder if there are wads for cleaning up corpses every so often (thinkers) to free up some of the game's single ticking thread for the rest of the level. I assume monster cleanup during gameplay would probably interfere with rng in some way though... Good fun.
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Crate Expectations - NOW on IDGAMES! Full megawad of wacky surprising challenges!
ipaqmaster replied to Clippy's topic in Map Releases & Development
That was very fun. Caco map had me and the [branded vending machine]. -
Amalgoom: Mixing Doom and Doom 2 [PLAYTEATERS WANTED!!!]
ipaqmaster replied to DoomGappy's topic in Community Projects
That was awesome loved piecing all the bits together. The double shotgun hallway in map08 was sick -
Liminal Doom 2 - idgames release
ipaqmaster replied to dashlet's topic in Map Releases & Development
Beautiful maps. Good work -
DARK MATTER V2: An atmospheric, cosmic horror experience (UPDATED 24/04/2024 - NOW WITH 2ND MAP)
ipaqmaster replied to CravenCoyote's topic in Map Releases & Development
Great map. I don't think I've heard that song since Invasion UAC which was the late 2000s -
TWOGERS - 50 more maps of Twitch madness [RC1.3 - 06/03/24] (MBF21)
ipaqmaster replied to deathz0r's topic in Map Releases & Development
Any time - No, sorry to leave you hanging. I picked this up in a marathon of wads to check out. In standard evening procedure I dragged them into the favorite. Though - even in my initial borked run the enjoyment was enough to compliment. Most of the maps were perfectly fine. I went back through the ones I had trouble with in DSDA and complevel 9 immediately after that comment rather than moving onto the next wad for the evening. I probably should have edited that in sooner or waited to comment in the first place. Oh well. Anyway... The effort in this is outstanding and I loved it a lot. Thanks! -
TWOGERS - 50 more maps of Twitch madness [RC1.3 - 06/03/24] (MBF21)
ipaqmaster replied to deathz0r's topic in Map Releases & Development
Funny, creative and high effort maps in one wad with great music. The email segment got me good lmao. Title game was strong. There were a few maps and areas where I got stuck or couldn't get them to start properly in RC1.3. map23 gave me a bit of a headache but powered through it. Computer didn't seem to like map33 - doom pinned a a single core to 100% with <1fps trying to handle everything. Freezing monsters seemed to resolve it so I imagine there was a lot of things thinking. Great use of an evening. -
Glad I finally got around to playing this one it was great fun and well made. I was walking around map04 trying to figure out where to begin before checking tab and realizing it was an ending level lol
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[RC3] Jack Builds a Techbase (4 maps, -cl21)
ipaqmaster replied to BENCHY's topic in Map Releases & Development
Love the pistol sound was and was tapping it for a beat wasting all my ammo. I had a lot of trouble on map01's 4th switch but with enough loads and strafestrafing at it I made it up there. The map was a good opportunity to introduce the damaging aqua floor texture which made appearances in the following maps either from the beginning or as the map changed. Early map02 I had issues managing ammo despite best efforts. I feel this wouldn't feel so tough if the melee (Axe) did a bit more damage for the sprite. I found myself jumping into dangerous new areas just for the next gun. I can appreciate the map being designed to introduce a challenge only as you enter a new area and activate it. Backtracking the other direction into the was a major improvement but I ultimately had to treat ammo pretty special. Despite the map seeming dead quiet for about 10 minutes, I was unable to find the final trick to open the level exit columns before running out of time tonight. -
The Thing you can’t Defeat - Ultimate Doom WAD for GZDOOM - [8 maps]
ipaqmaster replied to YourOpinionsAreWRONG's topic in Map Releases & Development
Awesome. That kind of meta game ending did cross my mind but I wanted to be sure. I opened it in Slade wondering what the empty E1M8 file was about and that was the only conclusion -
The Thing you can’t Defeat - Ultimate Doom WAD for GZDOOM - [8 maps]
ipaqmaster replied to YourOpinionsAreWRONG's topic in Map Releases & Development
That was quite the ride. Is it supposed to error and end with `no player 1 start` for E1M8? -
Looked through this too with Slade. I can see the skybox you're talking about but was unable to find any references to that SP_FACE1 cylinder skybox. I can only imagine it's a secret which gets activated through gameplay or may just be dereferenced.
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10/10, I hope it gets a Cacoward because this experience is surreal. An outstanding tribute to Tom. I heard about this wad recently through Vinny (Vinesauce)'s video on it (A fellow doom enjoyer) and after hearing the backstory behind this one I paused to experience the single map wad myself blind and I'm glad I did. I'm on a decent PC and even my which gave hint to the adventure I was walking into. I've been playing doom and keeping a tab on community wads since I were a kid over 20 years ago and this is the kind of awesome work I still stick check in for. A masterclass map design experience oozing with high attention to detail and subtle behavior. Phenomenally well done with an outstanding use of modern mapping trickery too. I got a minor spook at one point and died noticing even more detail (And maybe a hint to bioshock infinite) as I went along. An outstanding tribute and experience which happens to be in the doom engine. I loved the audio work and especially the later ambience I'd love to officially support the OST somehow. Also loved the custom messages in response to various cheat code toggles but also the undeniable 10/10 comedy if you try to
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Thank You Very Much
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Thanks for looking at this thread =D Okay, so here comes a somewhat stupid question. I have seen Wad's with rain in some of the maps for decoration/ "setting the mood". How can i put effects like this in my maps? rain and lightning but mostly rain!