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Everything posted by Yugiboy85

  1. Hello to all, In celebration of the official announcement of the third installement in the series ("Man from the Moon"), I am proud to present my 2021 versions of both "Travelling to the moon" (2016) and "Man on the Moon" (2018). These are currently in RC2 phase and, I want to thank all my testers who were kind enough to replay these (and discover them for some). Specifically, thank you to John Suitepee and Jimmy. Your feedback was gladly appreciated and helped a lot. I would also like to thank bridgeburner who played the original ones not very long ago on stream. He kind of instigated (unknowingly) all this, well, at least, he reinforced my idea of updating them. Anyhow, let's go into this Map by map. TRAVELLING TO THE MOON: PLAY INFORMATION IWAD: Doom 2 Slot: Map 01 Skill settings: Yes Engine needed: Prboom+ at the very least Complevel: CL9 MISC: This is the first map in the series, as such, it should be played first. But, it's all up to you ^^ DESCRIPTION This map was previously released in 2016. Since then, I've learned quite a lot of stuff and as such, I decided to mainly update this one visually. I was pretty satisfied with the gameplay it had but, even then, I also tweaked that a bit. So yeah, I mainly got rid of what I thought to be either quite silly (a water generating rock near the red key building for example) or a bit rough in the texture transition departement. I redesigned a few switches for example as, a lot of them looked a bit too simple to my liking (nowadays), made the rocks in the yellow key arena a bit more natural looking, added a few light spots (candles or otherwise) in very dark areas to make stuff stand out a bit more and other small stuff here and there. On the gameplay side of things, while the core map didn't change that much, I did change a few things here and there. For example, I lowered the time of some of the voodoo dolls to make some of the fights flow a bit better, I added a plasma gun in every key section (available after 1 wave of each fight), I added one new secret (not very hard to find if you take a look at your surroundings for a bit haha) and other small changes here and there (a bit more health arround the map in the form of medkits, same for ammo, etc...). Hopefully, you will appreciate the changes I've made to this map. I personally think it flows better but, that's mainly me haha Oh yeah, I got rid of the zdoom specific music (a dan terminus track). Not because I didn't like it but, because I wanted to stay coherent with "man on the moon" which only has one midi track. Sorry for those who liked the track haha NOW, On to the next map. MAN ON THE MOON: PLAY INFORMATION IWAD: Doom 2 Slot: Map 01 Skill settings: Yes Engine needed: Prboom+ at the very least Complevel (if using prboom+): CL11 (The map works perfectly fine in CL9 but, due to the dehacked boss having MBF specific code pointers, I had to change it to 11). MISC: This is the direct sequel to TTTM. DESCRIPTTION This is the map that got the most changes gameplay wise. Mainly on the progression side which felt, I'll admit it, quite obscure at points. Here is a list of the major changes: - The Exit is now more visible. You can see it in one of the starting rooms (the big courtyard outside with the RL in the middle). - The green key is now completely optionnal but, it gives you access to a nice surprise. As a result of this, you only need 3 keys to exit. - You no longer need to press a collored special switch to lower bars in the exit room. Previously, in addition to needing a key, you had to press a switch to lower bars in the exit room. Problem, that exit was not very visible so, you didn't really know what you were doing. Those switches are still in but, they serve a different purpose (lowering the set of bars arround the green key). - I removed the BFG secret which was a bit stupid and obscure. As such, the BFG is now part of the green key section. - I reworked some of the secrets a bit (like the megasphere secret in the blue key area, I lowered the platform a bit so that it is easier to jump on). - I got rid of the lock in that happens before the final fight. You can now backtrack if you forgot stuff like the BFG for example. However, once you press the switch to trigger the final fight, that's tough luck haha. - Regarding the final fight, the terminator health has been lowered a bit and, there are a bit less archviles (for example, there is now only one vile after you kill the terminator). Also, there is only one terminator now instead of 2 (there are 2 on coop though). So yeah, overall progression is much better now I think and is a welcomed addition in a map like this ^^ On the visual side of things, the major change is the updated starting point. The map now has the rocket you left travelling to the moon with. I also got rid of some fake floors which I felt weren't to my liking anymore and also, I made the lifts more obvious along with other small updates here and there but, not really worth mentioning :) So yeah, enough rambling, here is the link: RC1: https://www.dropbox.com/s/yihx3h5awvddpt6/MOON21_RC1.zip?dl=1 RC2: https://www.dropbox.com/s/9xyfksd7hcyjers/MOON21_RC2.zip?dl=1 RC3: https://www.dropbox.com/s/ycr2r50h1rgqwhz/MOON21_RC3.zip?dl=1 Temporary idgames links: TTTM: https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/travmoon MOTM: https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/motm You will find everything you need to play these inside (not the iwads of course). There are even command lines for prboom+ (in txt format, you will have to change them to bat) if interested. You will also find an info.txt and credits too. Regarding the previous releases (on idgames), do not threat, those will stay on as legacy versions. Have fun.
  2. Yugiboy85

    [PRBoom+] Moon series 2021 [Idgames available]

    And thus, the final versions have just been sent to idgames. In the meantime, here are temporary links. Will update when the idgame links are available (if all goes well). EDIT: Idgames links available TTTM: https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/travmoon MOTM: https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/motm Thank you to all those who were involved in playtesting these and for the videos etc... :D Also included in these links are the legacy versions of each map if interested. Enjoy :D
  3. Yugiboy85

    How do you like your pizza?

    Thin crust, cheese+chorizo with...gulp (should I say it? Should I really?)...pineapple Sue me.
  4. Yugiboy85

    Discussion About Realm667

    I guess it's a fair point for the content, but, as doomkid rightfully said, the drama part is unnecessary.
  5. Yugiboy85

    Discussion About Realm667

    The site is fine. Guess it was temporary. This thread is therefore not needed anymore. I already saw a few people turning it into torm drama yet again.
  6. Yugiboy85

    IronEagle Competition 31: Tangerine Nightmare

    Sorry :D (Not sorry)
  7. Yugiboy85

    Do profile pictures change your perception of a user?

    Not really, although doomkid's does put me in a peaceful mood for some reason :)
  8. Yugiboy85

    [Megawad] Tarnsman's Projectile Hell - Release

    Started playing this on UV like an idiot. BAD IDEA Lowered it to hmp and actually had fun. It's still kicking my ass but, at least, it's less bullshit :D Cool stuff. Btw, on e1m1, it looks like you can strafe from the red key platform to the exit platform. I've not done it, but, it looks possible with some sr50 jump.
  9. Yugiboy85

    [PRBoom+] Moon series 2021 [Idgames available]

    Hi shulbocka, that is fine, no worries haha. I think most people will be bound to play man on the moon more because it recieved an honorable mention but heh, that's to be expected :) Also, as per your suggestion. Funilly enough, I've thought about doing this before but, realised that it was way too much of a hastle (it's not as easy as just putting the map as map 02) for a few reasons: - Both maps are designed for pistol start obviously. Now, you could make the argument that I could put a death exit on map 01, why not, but that would kinda break the immersion (paradoxically). Plus, with the third one underway, I would ALSO have to put a death exit on map 02. - Both maps use a rather separate set of textures. Granted, it's not impossible to merge them together by deleting the double entries and all but, it's not really something I want to go through. That would mean making a list of every single texture used by both maps, find the comon ones, etc... Too much work for nothing imo. Not to mention, the third one uses the ancient aliens textures which comes up with a completely different palete which also means that I would have to convert every single texture+sprites etc... to that palete just so that I could fit it in map 03. So yeah, I did try to make some kind of master resource wad and all but, I gave up haha Good suggestion though, but unfortunately, I'm gonna have to pass on that one :)
  10. Yugiboy85

    [PRBoom+] Moon series 2021 [Idgames available]

    RC3 Available (this should be very close to final at this point): https://www.dropbox.com/s/ycr2r50h1rgqwhz/MOON21_RC3.zip?dl=1 Changes: TTTM: - Visual tweaks. Mainly a new side building that you can visit after getting the red card. - Pushed some ammo (mainly big ammo) to multiplayer only. After watching koren's demo of TTTM, I did indeed notice that there was maybe a bit TOO much ammo, even for me :D - Raised the voodoo dool script time a bit in the yellow key fight and lowered it slightly in the final area (it was really long). That's about it. MOTM: - Added a bit of opposition after you grab the megasphere secret in the blue key area. Nothing much but heh, I always felt that it was a bit too free :D - Made some monsters spawn in on the path out of the green key building to indicate that you should head this way. - Made the yellow door into a switch door for coherence with the other keyed doors (none of which open by just having you press them so yeah) - Slight visual tweaks (mainly texture and lighting changes) So yeah, this should be (as said above) as close to the idgames release as possible. I may change my plans regarding the idgames release of these btw. @rd. suggested to me that i could update the links of the older versions to these and, in the same zips, have a folder entitled "legacy" that would contain the original releases. I actually like that idea. Thanks RD :D Enjoy
  11. Yugiboy85

    [PRBoom+] Moon series 2021 [Idgames available]

    Glad you enjoyed it haha. Fyi, on UV, I think there's like 400 extra monsters. Some of the monsters you didn't find btw are probably part of a secret fight that allows access to an early plasma gun. But, that's fine haha. I really enjoyed watching this :D BTW, I really like that your hud shows you what kind of armor you are wearing. That's actually pretty useful and never noticed that before :D
  12. I'm not a very productive mapper considering I take roughly a billion years to release one single map Although, I guess I've made about 11 that are released. But, 2 of these are updates to pre-existing maps (substantial updates though, so I guess it counts haha) and 1 (archangels) is from a WIP project called "cereal killer" although, I have no idea if it will ever be released (the project that is). Released (9 maps + 2 updated ones, so yeah, 11 maps if we count the updates as separate maps) 2010 - e1m8 remake for zdoom (yay) 2013 - Water control (dwmp13, map 4 of the zdoom mapset) 2013 - Canyon Complex (2048 Unleashed, map 8, prboom+), not too sure on the year 2013 - Undesired reality (single map for zdoom) 2016 - Travelling to the moon (single map for prboom+, cl9) 2016 - Crimson Wood (dwmp16 project, map 28, prboom+, cl9), was later released as a standalone map in 2018 (I'll count it as one though) 2017 - Archangels (Cereal killer, prboom+ cl9. Note: CK is a wip project) 2018 - Orange juice (Tangerine nightmare, map 5) 2018 - Man on the Moon (Single map and sequel to "travelling to the moon", prboom+, cl11), recieved an honorable mention in the 2018 cacowards 2021 - Moon series (massive updates to both travelling to the moon and man on the moon, currently in RC2 phase) - I guess these count as "new" maps Unreleased (1 map) 2021 - Unfold the darkest scheme (Necromantic thirst's map 15). It's done but, obviously, can't release it yet :D Scrapped (1 map) 2015 (decision to scrap it was in 2017 I think) - Fortress of Misery (Single large map for zdoom, UDMF) Was too ambitious/lack of interest to continue. The "leftovers" (the map in it's current state) is available somewhere WIP (1 map) 202? - Man from the moon (The third and final installement in my moon series) - Officially started in april of this year. Hopefully will be released by the end of this year, or at best in 2022. Can't really say yet. There you have it. After a long 2-3 year gap (after Man on the moon, I released nothing but, I was working on something), I am finally back in the game ^^
  13. Valiant's "the mancubian candidate" and BTSX's "metal mothers". The latter of which is actually my new favorite map 07 :D
  14. Yugiboy85

    How do you pronounce the word "Cacoward?"

    "Caco" as in the word well, cacodemon (duh) (cack-O) And "War" as in world war 1 or 2, or whatever, basically, as in War but, with a D at the end.
  15. Congratulations to all the winners, especially breezeep haha. Dude, you should be more confident with your work, you make great stuff. Keep at it ^^
  16. Yugiboy85

    [PRBoom+] Moon series 2021 [Idgames available]

    Erm, Man on the moon hardly uses teleport ambushes tbf. I'd understand if this was directed to the first one which does alot but, aside from the final (and one secret fight + the blue zone trap when you come back to the begining), teleport ambushes in man on the moon are like not that present. Most monsters are either in closets or placed directly in the fight zone. So, I'm pretty shocked that you would mention teleporting enemies here. Regarding your comments on the first one, yes, I understand most of them. But, when you say that there are no hints as to where the monsters teleport from, I'm not so sure what you are talking about. The red key hangar for example has literal teleport pads on the floor and a pretty big light spot where you can see them coming from. As for viles, well, that's understandable. I just like them is all so, I tend to use them quite a bit. This version has quite a a few that were either taken off completely or just moved to coop. But yes, overall, I agree on the repetitiveness of the fights in that one. That one originaly came out in 2016 and I was just getting used to monster ambushes and stuff so, I get that this is a sentiment that comes out. As for ammo balance, meh. I REALLY HATE ammo starvation in a map so, I just put a shit ton in it to make it less frustrating. I'm not that good of a player so, heh. It never really came out as a problem for most people who played this but, fair enough. I guess it is a thing. I'm not really gonna change that aspect though. Again, ammo starvation or else is a big NO NO for me. As for your comment on the final fight of the second installement, god damn it. This fight got the most tweaks, be it for this version or even before the idgames release. In very early stages, the plaforms wouldn't lower at all, it was all hapening on same grounds. For this version, I did take out some viles too so, it's less chaotic overall. I really DONT know how to refine that trap even more without denaturing it altogether. I think it came out pretty good after all the changes already and honestly, aside from some critical bug that is find, I will leave it as is. The final boss originaly came out as a pair but, after much thought, I decided to move the second one to coop due to him constantly infighting with his pair. As for monsters coming out, during the final boss phase, well, yes. I mean, leaving just this one dude in that big room would've been quite boring heh. I would hope that you enjoyed the second installement more though. That came out 2 years after (the original release) and I learned more. This version (2021) has had ALOT of changes from the original version. Getting lost is less of a problem and all. Anyhow, thank you for the feedback. A shame that you didn't really enjoy the first one but, that was to be expected really.
  17. Yugiboy85

    [PRBoom+] Moon series 2021 [Idgames available]

    Awesome. Thanks koren, I'll watch these later today :D Glad you enjoyed these.
  18. Yugiboy85

    [PRBoom+] Moon series 2021 [Idgames available]

    RC2 available. Concerning MOTM, nothing major has changed. Aside from some very small lifts that have been turned to small stairs and a few small visual tweaks here and there. Concerning TTTM: - A few visual adjustments (added a few light zones to the red key hangar fight, you can now see shit a bit better haha) - Tweaked the yellow fight. It's less chaotic but, still hard. - Added more health to the final fight and changed the BFG position (there was no real point hiding it behind a fuck ton of revenants really) So yeah, I don't see what else I can add. So, unless something critical is discovered, this is pretty much close to final. Link: https://www.dropbox.com/s/9xyfksd7hcyjers/MOON21_RC2.zip?dl=1
  19. Yugiboy85

    [PRBoom+] Moon series 2021 [Idgames available]

    Yeah, I don't know what happened. They appear fine on my computer but, on my phone, they come out broken. Will see what I can do EDIT: Should be fine now.
  20. Yugiboy85

    IronEagle Competition 31: Tangerine Nightmare

    And here is my run. Recorded on Prboom+ in CL2 on skill 4 (I think that's UV) Category 1 haha (no, it's really a category 2 because well, it's impossible for me to say that I have no foreknowledge whatsoever lol). tneagleyb.zip
  21. Yugiboy85

    IronEagle Competition 31: Tangerine Nightmare

    No worries pegleg, no harm done :D Yes, I will get to it ^^ I predict I'll die on map 04 though.
  22. Yugiboy85

    IronEagle Competition 31: Tangerine Nightmare

    "This month, participants will challenge themselves against Tangerine Nightmare, the gem created by the French Doom community (specifically @datacore, @franckFRAG, @WH-Wilou84, Jambon, @JCD, and @Roofi´╗┐)" Hmm, I feel as though someone is missing here. Anyhow, might try this this month.
  23. Yugiboy85

    How do you test your fights?

    I dunno, I put some ammo around, the guns I'm expected to have at this point (and maybe new ones) and test it out. Like that, I don't necessarily have to play the whole map but, just this section. Then well, I try to see if it isn't too frustrating, etc...
  24. Yugiboy85

    Back To Saturn X Ep 1 vs Ep 2?

    Call me weird, but I prefer e1 so far. I like me some techbases and I don't care how many of them there are. Those are quality techbases too so, it's a win win for me :D