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About XenoNemisis

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  1. XenoNemisis

    The DWmegawad Club plays: Bloodspeed

    Hey all, so I was gonna play through this earlier but I didn't have time since I've been playing a lot of megawads all at once (going for playing all Cacoaward wads year by year and most of which I've played at least up until about 2011). Probably too late to do a playthrough I imagine so in case I'll just say that I'll do another vote for Hell Revealed 2. I think I'll still play this wad since I'm interested in anything. I'm on full Doom Binge mode hahaha.
  2. XenoNemisis

    What makes a successful Megawad?

    Personally I feel like megawads today only work sometimes, like Eviternity for example. They have to be cohesive in some way, and the gameplay / level design needs to be both exciting and well thought out / balanced. Requiem is a great example of lopsided quality, since the first 15 or so maps are great, instant classics. Sadly, at least from my point of view, the rest of the wad is a mixed bag. Megawads need something extra, but also can't be too much at the same time. It's like creating a symphony...each part can be great on its own but the overall needs to connect it and if it isn't 100%, it at least needs to be well designed or clever enough to make up for any inconsistencies or not-as-great maps (Alien Vendetta is a good example of a fun megawad that is contestant nearly all the way, as well as Eviternity, Memento Mori 1, Hell Revealed from what I remember, Kama Sutra, and so on). Just to add, I really don't like the last 5-10 maps of almost all megawads since they tend to be kinda boring hell themed, open maps that are either too hard or just don't stand out enough. I tend to think that any map that takes more than 15-20 minuets is too long unless it's somewhat straightforward or linear in some way (personal gripe tbh). I also hate Icon of Sin so pretty much all Map30's are instant skips for me. Sometimes it's just better to not force 32 maps when a project could be 11-20 and be amazing. It really depends on the megawad, like how Scythe and Scythe 2 (or Alien Vendetta vs Eviternity) differ but also come with memorable, cool maps and tend to be fun nearly all the way to the end.
  3. XenoNemisis

    Pirate Doom! [GZDoom pwad] - new map 06/05/14

    lol, I literally just realized that I hadn't updated GZDoom in a while too. It works like a charm now, thanks for the quick reply :)
  4. XenoNemisis

    Pirate Doom! [GZDoom pwad] - new map 06/05/14

    Dunno if it's been posted before, but how do you play this? I keep getting a decorate error :( Edit: The error reads, "Weapon.bobstyle is an unknown property"
  5. XenoNemisis

    The Official 'Trying to Find a Specific WAD' Thread

    There was this one doom wad, I think for Ultimate Doom, that was filled with enemies, kinda like Hell Revealed. I thought it was Fava Beans, but I was wrong (it might be called something similar). The 8th map had a circular design, or lots of circular objects. There was a lot of lava and I think the rooms may have been color coded. I know the first map had a lot of high ledges with tons of imps and hit scanners.
  6. XenoNemisis

    Help with mapping (Suggestions and criticisms wanted)

    Thanks, didn't even think of that, I'll put it up in the OP.
  7. So I've been wanting to make doom levels for a long time, and over the years I've amassed a good two or so dozen unfinished maps. This is mostly because I normally get to a point in a level where I keep editing the same sections over and over, or I keep moving enemies around and play testing ad infinitum. Below are a few maps I've worked on, probably since 2011 or so. What I'm asking is for is any suggestions and criticisms (and you don't have to be nice about it) on both how I design the maps and how the game play holds up. Again, most of these aren't finished, so I will put a note next to each to indicate how complete each one is. *Note: Intended for ZDoom Link: http://www.mediafire.com/download/2duazaw4ag5w72e/XNMaps.rar 1. Huh (I experimented with textures and object placements, level is mostly complete. As an aside, there is a map 6, but I had moved it from map 2 since it felt like a harder level) 2. Green (One level, I've been working on this one for the past week, It's about half done) 3. Crimson Skies (12-14 level wad, work In Progress, first level is mostly complete) 4. Ancient Base (One level, complete for the most part)
  8. XenoNemisis

    Doombuilder 3d mode problem

    Thank you guys so much, I had Doombuilder 2 (can't believe I forgot to say that lol). But yeah, I downloaded GZDoomBuilder and it works perfectly.
  9. XenoNemisis

    Doombuilder 3d mode problem

    so yeah, for some reason the 3d mode is really laggy. I've heard it has something to do with how doombuilder was made, in that the only thing I could do is restart the computer. Is this still the case now? Would really like to use doombuilder again (no I can't / won't restart my computer....really long story)
  10. XenoNemisis

    TNT 2: Devilution (Texture Pack in OP)

    I could definitely make some music if you guys need it.
  11. XenoNemisis

    Doomworld Mega Project - /idgames link is up

    I'd like to try making a map for this. I'm currently making music for a project, so it'll be a week or so until I have something.
  12. XenoNemisis


    I'd love to make some more music. How about the Chemical Lab and Bloody Castle?
  13. XenoNemisis

    Need some feedback on my maps...

    Thanks everyone for the feedback. I'm hoping that one of these days I'll actually release a finished wad of some sort, so I'll keep working at it.
  14. XenoNemisis

    Need some feedback on my maps...

    Oh crap, I didn't even think of that. Sorry, I made them with zdoom/gzdoom in mind. Don't know how they work in other ports, I didn't use any special effects or anything (like particle effects or super detailed scripting), just normal doom stuff.
  15. XenoNemisis

    Need some feedback on my maps...

    Hello, I've been working on Doom maps for a while now, but it seems like I can never settle on one map idea, and I always seem to have trouble getting the right balance or design down. Here are a couple of maps I made spanning about a year or so. One warning is that Hellspawn.wad is meant to be in the style of Hell Revealed so, yeah. Also, most aren't finished, and have some misaligned textures here and there. I just want a critique on everything possible: Map layout, Monster placement, Balance, everything. Be as brutally honest as you can, I really need some feedback. http://www.mediafire.com/?k84i6cgucirj6wh