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Super Mighty G

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Posts posted by Super Mighty G


  1. 4 hours ago, Raith138 said:

    Great map, a little long and there are 2 misaligned textures I saw.

    Screenshot 2024-03-20 103524.pngThe other one is where you get the yellow key.

    I also took a few minutes to figure out the IOS face was a door so maybe retexturing that would be good.

     

     

    I was worried it might be a little long, even though the map is medium sized. Worst case scenario I can pare down the red key fight. Textures will be cleaned up when I get around to it. 


  2. On 3/12/2024 at 2:07 PM, fai1025 said:

    @EagerBeaver @Beubeu @knifeworld @MFG38 @russin @Heretic926 @JackDBS@stochastic @Bochnik Chleba @Logamuffin @Steve D @PasokonDeacon @Kuro_mahoh @JacaCaca @Pottus @Super Mighty G @NiGHTS108 @spineapple tea @DankMetal @dmh094

    people mentioned in above list haven't submitted yet, if you're quitting better tell me now, because the deadline is closing in. 

    just a friendly reminder :)

     

    also i need to make the credit map, so i need a finalised list of names.

    Map should be done soon.


  3. On 1/19/2024 at 12:41 AM, Jason Maguire said:

    Mappers should embrace mouselook as the future of doom and design their maps accordingly, even if this means breaking with tradition and pissing off people who refuse to look up and down. Having to manually aim your rockets at cacos 50 feet away from/above you brings a whole new dimension to the gameplay.

     

    Jumping (and to a lesser extent, crouching) are great, as long as the map is designed such jumping/crouching don't break the map. They should also become standard parts of doom design. I've played a number of wads that either by choice or neglect allowed jumping and crouching and it added some fun aspects to the gameplay, like a number of situations in which i was completely cornered but on a slight elevation such that I could jump on top of a crowd of monsters and escape. The point isn't that making it easier is better - if the player has more options for surviving a fight, then the fight can be designed to be harder accordingly. 

     

     

    Consider: sprites align like garage when you look up and down


  4. On 12/9/2023 at 2:14 PM, jaeden said:

    Some screenshots from a bonus level...

    oBQvVVB.png 1l3Z87B.png

     

    LE0a5uU.png E5ceSUj.png

     

    The same level in the UDB automap view...

    pc8G5lk.png

     

    FOUND THE GOLD, YAY!

    AUFRdqb.png

     

     

    Imma be honest, this looks way too symmetrical and samey. The player isn't going to know where they're going unless they have the map open the whole time. 


  5. So I'm wrestling a bit of a dilemma. Since the map is ruins floating in a void my initial thought was to have the void be a death pit. However this only really serves immersion. Design wise it may be more janky and irritating than it's worth and I should instead just make some kind of boundary on the sides. Which sounds more appropriate? 


  6. 5 hours ago, Li'l devil said:

    I'm sure there are a plenty of mappers who have been around for quite long that never hit it big, because they just never got lucky to get into a popular community project and/or their standalone maps were never noticed in the sea of other maps.

    *raises hand*

    I don't claim to have made anything particularly good though. I also don't have anything substantial to work off of except that time MtPain gave my Nova II maps a middling grade.  


  7. 50 minutes ago, fruity lerlups said:

    play then in hmp or itytd or something if you want to suck in the atmosphere without the gameplay, no one is forcing you to play them on UV.

    I rarely play on UV these days and I'd rather spend time playing mapsets not of that style.

     

    8 minutes ago, jerrysheppy said:


    This is... not at all true in my experience?  Like yes, the best-loved slaughter maps often look good (I'm assuming that's what you mean by "extravagant", even though technically one can have "extravagant level geometry" that looks like dog vomit) but it's never seemed to me like they take up a disproportionate amount of the good-looking map releases.

    Maybe that is so. My sample size isn't very large so my perception is skewed perhaps. 


  8. On 12/26/2023 at 6:08 PM, nathanB404 said:

    I was being generous lol. I'd say eternal is a solid 7/10 experience. Didn't want the eternal bots to be clutching their pearls and have their doom eternal undies in a twist lol. How anyone like underthec*mbucket could praise eternal to the high heavens is something I don't understand. Eternal is a janky, confused mess. The people outright defending the marauders flawed design are in denial that he just completely sucks. And I hope to never see another demon variant like that ever again in a doom game. I fear ID are going to listen to people like inderthemayo and the other doomtubers who blindly praise this game to death. As it will give ID more insensitive to deviate from the og doom formula of just shooting demons, into this over complicated monstrosity of just shit game design. I've seen this shit happen to cod zombies. And now my doom is becoming this over complicated shooter game that's all over the place with its gameplay and ideas. Doom eternal is NOT doom to me. It's Gen Z brain rot doom. It's not a bad game. Nor a mid one. It's good, but there's things within eternal that just aren't properly fleshed out or are just overall confusing or even outright BAD. I see what ID were going for with eternal, but at the same time this game should've had more time in the oven. Ffs blood punch was broken and buggy for a whole damn year. Let's just pray we NEVER get another Doom game like eternal. I just want to shoot demons and stuff.. 

     

    Your opinion of Doom Eternal is all fine and good. I take issue with framing of other people's positive reception of it as wrong think though. These points also act like Doom has been changed or replaced. In case you haven't noticed, the Doom mod scene is stronger than it's ever been and shows no signs of slowing down. 


  9. The idea of a ever growing horde of demons is interesting to be sure. However I don't think the map is built to accommodate the premise. By the time you are finished getting the yellow key the way back is clogged with monsters. I feel something like this needs way more space to maneuver. Or at least multiple ways to traverse the map in order to more effectively herd the monsters. And I assume the intent is not to run through the map at sonic speed since there are so many roadblocks to stall you.


  10. Very nice little city map. Makes me think of the vanilla Doom 2. It's a relatively easy stroll but the traps do have some bite. Comfy is a word I would use. 

     

    Some things to go over: 

    doom00.png.abb316bbd49145aeee12fcf030b859d9.png

    You can see the sky bleeding from up on this building.

     

    doom01.png.488446f33f859b987d4e7a1011fdbb08.png

    You can stand on this tiny lip the switch is in. A quick, dirty fix would be to make the line into the sector impassable.

     

    doom02.png.ccf5fcecda9c0d38401c7d4252e881e9.png

    It's not obvious what this switch does. I had no trouble progressing but I think it's generally good to make switch actions as clear as possible. 

     

    doom03.png.3fd16adb32e7f16ca79dd4e62f65d88f.png

    Random missing lower texture. 

     

    Fun map would play more.

     

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