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NaNoWADMo 2023 - The month-long mapping challenge (starts October 1st)
Super Mighty G replied to scwiba's topic in WAD Releases & Development
I will be throwing my hat into the ring. -
NaNoWADMo 2022 - The month-long mapping challenge!
Super Mighty G replied to scwiba's topic in WAD Releases & Development
I want to try this. So the idea is to set a goal and complete it by the end of October? -
How We Saw '95 Revival Thread [CLOSED]
Super Mighty G replied to The Kingslayer's topic in WAD Releases & Development
I will be dropped out as I'm running dry on inspiration. I apologize. -
How We Saw '95 Revival Thread [CLOSED]
Super Mighty G replied to The Kingslayer's topic in WAD Releases & Development
I may restart the one I was working on. Can I get some reclarification of the goal for the project? What is the theme in basic terms? -
Community Project : Doom II but the start and the exit are reversed
Super Mighty G replied to Bri0che's topic in WAD Releases & Development
I have an idea for MAP08. I may post something even if it isn't implemented. -
Ultimate Doom: How we saw '95 [CANCELLED]
Super Mighty G replied to Biz!'s topic in WAD Releases & Development
I can throw in something for e4m7 if that's all right. -
Would DE have been better without reactionary enemies?
Super Mighty G replied to Potatoguy's topic in Doom Eternal
Dark Souls is nowhere near as mechanically demanding as Doom Eternal. And the Dark Souls "game is hard" meme is just that. A meme. Dark Souls is not mechanically difficult. Stupid people don't used their common sense when they play these games, get punished for it and call it hard. Any sensible Dark Souls player will tell you this. -
I wonder about the "future" plans/post mortem state of the game
Super Mighty G replied to whatup876's topic in Doom Eternal
Something like that just isn't feasible these days with all the moving parts that make up a game. It's another matter when the entire engine was programmed by one guy. -
I wonder about the "future" plans/post mortem state of the game
Super Mighty G replied to whatup876's topic in Doom Eternal
Who's to say modding won't become a thing down the line? The game has only been out for a year. -
What's this about a Civvie mapping contest?
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The Ancient Gods 2 - Trailers, Leaks, and New Info
Super Mighty G replied to AtimZarr1's topic in Doom Eternal
Carmack called, he wants you to stop using that thing he said 25 year ago as gospel. -
Is playing the original/vanilla iwads without infinite height cheating?
Super Mighty G replied to HombreSal's topic in Doom General
To be technical no source port reproduces Doom's original behavior completely so using anything but the DOS executable can be considered cheating. See how silly this slippery slope is? -
Is a blood floor supposed to damage the player?
Super Mighty G replied to Havok's topic in Doom General
Adding too my earlier comment: do whatever you think is appropriate. But as a rule of thumb at least keep it consistent within the same map to avoid frustrating the player. -
Is a blood floor supposed to damage the player?
Super Mighty G replied to Havok's topic in Doom General
Entirely author dependent. But I can't think of many instances where it doesn't damage. -
My very first Wad(+ another wad i called "metal forces" because i suck with names)((Also I still seek advice...))
Super Mighty G replied to 0o0[ULTIM4TE]L1FE[F0RM]0o0's topic in WAD Releases & Development
This forum moves fast. Threads get lost under the huge amount of topics. But I feel like cutting you a break though so I recorded an FDA. Please excuse the background music cutting in and out, I'm not used to the recording software and don't record a lot. I'll say the map looks very nice. Nice clean details everywhere. Gameplay is another issue. A lot of it is monsters straight in front of you with few surprises so it becomes a leisurely shooting gallery most the time. There were very few times when I felt truly threatened. This may be a side effect of the map layout which is just a winding line which only splits once at the bridge room. Speaking of which that's a stand out section with enemies attacking you from both sides. That's more engaging. I would first focus on making gameplay more like that in the future. Keep thinking of ways to surprise the player and force them to make decisions. After that think about your layouts. Aesthetics are already good and should improve more over time. Also good job for finishing a level this size.