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Crunchynut44

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Everything posted by Crunchynut44

  1. Crunchynut44

    What are you playing now?

    With rf1024, Bloodstain and Nihility done, it's time to replay good old classic Scythe 2!
  2. Crunchynut44

    Can monsters make a map impossible?

    You could always have a pit where the only visible access point is via a window and down in the pit would be a GR tagged switch. The only way to shoot the switch would be to abuse Dooms auto-aim function and shoot through a zombieman with the shotgun or SSG which when fired would have a chance of hitting the switch (the switch would obviously have to be in an alcove to prevent the infinite height of the switch being activated when shot).
  3. Crunchynut44

    Small moments in Doom that make you smile

    Pretty much every time I kill an arachnotron with the SSG, or plowing through a field of zombiemen with the rocket launcher.
  4. Crunchynut44

    Deep Doom Wads

    Ahh I see, in which case I found Scythe X (more so e2 over e1) and BTSX e2 to be deep.
  5. Crunchynut44

    Deep Doom Wads

    Can you please elaborate on "deep", as i'm not sure how to respond.
  6. Crunchynut44

    Do you replay wads?

    I pretty much endlessly loop between Doom 1, 2, Scythe 1, 2, Demonfear and finally WOS. I rarely branch out of my comfort zone to to play any other full length Megawads start to finish.
  7. Crunchynut44

    Exus Base project - Alpha Released!

    Map01, 02, 03, 05 were obvious amateur maps. No height variation, random texture choices, ill attempts at detailing and boring gameplay. Just keep practicing man, don't even worry about a full length Megawad, focus on getting your mapping skills up to scratch. Map04 was very well detailed, however had absolutely no light variation and very little height variation which completely killed any atmosphere or exciting fight sequences. Lighting can go a long way (consult the Iwads), so make sure you carefully use it where it makes sense and adds depth to the map. Additionally, with Map02 (this is the one only worth writing about) you have a cute outdoor area, why not let the player go out there to explore as well as giving it a purpose? This should add some length to the map and will open up the dynamics a bit. The blue sign texture is used as a switch for the door on the opposite side of the room, that needs to be changed as that is very unintuitive and pointless. Luckily the map is so small that there isn't any repercussions for doing so, but still, change it!
  8. Crunchynut44

    Cacowards 2016 Nomination Thread

    Going to have to +1 to rf1024 and Bloodstain. These wads have made my 2016 Doom experience incredible so far!
  9. Crunchynut44

    Homages in Custom WADs

    What is everyones stance on homages in custom wads? Personally I always really enjoy discovering a secret map or area that leads to a room or even an entire map of an original iwad level but has in some way revamped it. For example map 31 of Jenesis where it is map02 of TNT and Plutonia combined and re-skinned, or the Doom 2 secret maps that are a throwback to Wolf 3D.
  10. Crunchynut44

    Doom Movie. Wtf happened?

    I don't know, I liked the movie personally. It didn't correlate with Doom at all, but for some reason I just enjoyed it. Also, I like being part of the minority.
  11. Oh my shit this is unbelievable, seriously the funnest WAD I have played in a while. Levels were bite size (my favorite), detailed, atmospheric and chaotic as hell. It was a blast pacing my way through these gorgeous maps and all the dehacked worked made it so fresh. I loved all the sound replacements (did you do those yourself?) and gun replacements to go with them. How you managed to get so much unique experiences and content into these tiny levels ill never know, but you did an amazing job of it. Seriously one of my favorite megawads. Great job man!
  12. Crunchynut44

    [Doom 1] Phobos Facility

    Wow I personally found this fantastic! It's a shame you weren't mapping when DTWID was being made because this would have been damn close to fitting right in. I felt that the map overall was very reminiscent of the original levels and it invoked me with the same feeling they gave me. I adore the fact that the map is of an abundance of secrets and each one is nicely hidden and for the most part unique from each other. The map is somewhat atmospheric and lighting has been used pretty well. Monster placement and usage was nice but if this is a standalone map (I hope it isn't) then it is way too easy. Okay so the use of texture alignment and choice wasn't 'polished' but for what this map portrays I actually appreciate it being what it is. It helped as far as nostalgic value is concerned anyway. Overall good job man, for your first map this is really great! I hope you make more :)
  13. Hi everyone. Here is a little speedmap (roughly 2.5 hours build time) that should provide 5 minutes of fun. It's a techbase that is somewhat Scythe styled and probably pretty easy for most of you. Should be Boom compatible (I haven't tested it) but maybe play it with Zdoom anyway for safety. It plays on UV and single player only, no point in difficulties or multiplayer. It takes up Map01 using the Doom2.iwad, so have fun! Oh and the MIDI is by me also, that was also done rather quickly (roughly 30 minutes or so). https://www.dropbox.com/s/gahnjbx8vvidhda/Crunchynut%20Speedmap.wad?dl=0
  14. Crunchynut44

    Which shotgun in the classic doom games do you prefer?

    Whilst there are so many reasons the SSG is superior to the shotgun, I just find it so insatiably satisfying to use. The sound it makes both firing and reloading and the damage it does makes me feel like such a badass, as well as the ability to have such a high chance of stunning targets
  15. Crunchynut44

    Post Your Doom Picture (Part 2)

    Making my speedmap presentable for Baculus. Before: After:
  16. Crunchynut44

    Question about secret levels [Possible spoilers]

    As a kid I only found a couple of the UD secret levels and they were by accident. When I started hardcore Dooming 6 years ago I spent hours scouring levels to find the secret exits. It was hard work but I found them all. I found that it became easier to find these secrets depending on what author the level was made, some of the secrets became predictable.
  17. Crunchynut44

    [MAP] Belial's Library [DOOM II]

    For a standalone map I wouldn't worry about size, if it was part of a bigger project then I would consider it too big. The thing is, what's the point of an ambush if the intended strategy is to simply avoid it, the star room had plenty of room to maneuver so it would have been fine to have some doors close behind you or something similar. Ah I definitely missed that SSG, that's my mistake :) Look a some famous WADs and see what they have done, things like Scythe 2 and Whispers of Satan utilize lighting to the fullest extent. Look at the way they create light around light sources (wall lights, torches etc) and define it with shadows around pillars and what not. (Try the final episode of Valiant for some extremely advanced lighting techniques). No problem at all man, feel free to send me and WIP maps if you like :)
  18. Crunchynut44

    Favourite Classic Doom?

    Doom 1 episode 1 for me are simply the best IWAD maps, both in terms of aesthetics and gameplay. Coming in second would be Plutonia for the atmosphere and thrilling levels, third is Doom 2 as I love this wad but it doesn't stand out as much as the other two. TNT I simply dislike, mainly due to the big blocky linear aesthetics.
  19. Crunchynut44

    What's the best song in a WAD you've ever heard?

    MAYhem2048 - Map 28 So damn soothing.
  20. Crunchynut44

    [Doom 2] Scythe Styled Speedmap

    ? Thanks man, appreciate it!
  21. True most likely ZDoom format so as to not have to scrap some of the maps in there already. We should really consider it though, or even just re detail out old maps for the sake of it and release it because why not? Im trying to get this thing finished, still have to complete some maps, fix some old ones, change the progression haha so much left to do but I feel so close!
  22. Crunchynut44

    Post Your Doom Picture (Part 2)

    @Tormentor667: Wow that looks incredible, looking forward to playing me some of that! @Ed: Woah, that detail is going to give Breach some serious competition.
  23. Crunchynut44

    DOOM HD Project

    Oh dear god this looks good! Incredible job man, you're really talented! I can't wait to see the end product.
  24. Crunchynut44

    John Romero makes first new Doom map in 21 years

    As much as I would happily drag my balls through field of cacti just to have a megawad by the all the original creators, I think the concept might be a bit overzealous. One level each sounds somewhat doable though, and would quench my insatiable thirst for their unique mapping styles and atmospheres.
  25. Crunchynut44

    [MAP] Belial's Library [DOOM II]

    Hey there Not too bad of a map, it had some fun sequences and you certainly achieved that 'doomed library' atmosphere. Particulary with the use of hanging corpses and what not. Plenty of non-linearity which is nice, but it still felt a little room sequenced. A few things to say though, first of all the map was way too easy and provided far too much ammo that was necessary which really took away from the tactical gameplay. Also I never came across a SSG (I feel like there may be one hidden around somewhere), providing it somewhere half way would have been nice. The star room trap was very underwhelming as I simply retreated back through the opening and had a funnel I could spam rockets through with ease, so you may want to address this if you want that trap to be more significant. There could certainly be more lighting diversity and smooth lighting effects around light sources, I felt the map was basically full bright all the way through with the exception of a few all dark rooms. However on the flip side there were some odd lighting effects based around pillars (the plasma gun room for example) that weren't really coherent with the light sources themselves, this felt a bit strange to me. Finally I would suggest to just keep detailing the map, adding it where it needs be and fixing the many texture alignment issues as well as significantly increasing the difficulty. It seems like that was a lot of negatives, but overall I had a lot of fun playing the map and there were plenty of interesting things too look at and exciting sequences. Theres a hella lot of secrets which I always enjoy looking for so long as it doesn't require mindless wall-humping. The map was really atmospheric too and the bookshelve textures were used well. Good job man, keep going!
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