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valkiriforce

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Everything posted by valkiriforce

  1. I would like to mention Anomaly Report can now be added to the list.
  2. RC3 is now available. There are quite a few small changes that I've made throughout this month. -Added slightly more health and ammo throughout a number of maps -Slight difficulty changes made -Added linedef triggers on MAP13 for when navigating around the red key area to release a monster ambush -Changed green armor to mega armor in a secret area on MAP14 -Fixed the computer area secret on MAP14 so GZDoom players can't get stuck -Added another secret on MAP16 -Fixed a softlock on MAP18 when jumping out the window in the northern outdoor area -Changed the soulsphere powerup on MAP20 to a megasphere -Resized the outer ring of the spider mastermind arena on MAP20 and fixed some texture misalignments -Added an extra powerup on MAP21 -Changed teleport destinations for monsters on MAP23 so the ambush is more spread out -Added multiplayer cyberdemon on MAP24 -Slight change to teleport destination on MAP26 -Slight change in monster behavior on MAP28 by adding the deaf flag for monsters guarding the plasma rifle -Added secret effect to the soulsphere area of MAP29 and changed the teleport destination -Linedef action change for a secret on MAP31 This may be the last update before I eventually upload this to Idgames - that is unless anyone reports any other bugs or has any other suggestions to make. I'll let it sit on RC3 for a while before then. [EDIT] Oh yeah, and I made sure to package this with the widescreen status bar from NightFright and the DeHackEd patch from OpenRift this time!
  3. If you enlarge the window with the + key and go back to showing the HUD the numbers have this sort of block around it for some reason. It's a minor thing though but I'm not sure why it happens exactly.
  4. Yeah, not sure what this is about - I think I've had it kind of glitch on me as well through chocolate Doom with the weapon numbers, usually from changing the HUD visibility. @galileo31dos01 Any idea what might be causing this?
  5. valkiriforce

    TNT 2: Devilution (Final beta released)

    More feedback - once again on HNTR. MAP05: I felt like the revenant on the ledge (thing 92) was a bit much on easy, as I was already dealing with a crowd of imps on the staircase while being careful to dodge rockets. The lines on sector 286 should block monsters, as I was able to bump the revenants to the edge where they were stuck. I feel like the invulnerability in the sector 299 area gimps the fight with the arch-vile and revenants, even though I know the point is to make it easier for players. It could either be left as-is with the invulnerability or you could place easier monster encounters for the lower difficulty. MAP06: Surprisingly not much to bring up about this one...I almost felt the arch-vile dropping down in sector 934 might be a bit much, but I realized almost anything else dropping down could prove to be more deadly, since the arch-vile doesn't have much room to move around in once he's revealed. Once again, excellent maps so far!
  6. valkiriforce

    What are you playing now?

    I started quite a few new wads - Good Morning Phobos, Oops! All Techbase, Revolution! and Crypts of Eternity - I finished the latter one recently and had lots of fun with it, kind of reminded me of Dungeons & Demons. Gonna keep chipping away at all the other wads and maybe throw something shorter into the mix as well.
  7. Heh, a lot of my love for 90's wads comes from playing a lot of the earlier wads that were mentioned in the top 100 wads list here on Doomworld. I had lots of fun exploring from 1994 and onward to see what people were doing with Doom maps. Though I started playing Doom in the later 90's, I didn't start playing Doom wads until late 2009/early 2010, and I knew I was likely to be stuck playing Doom content for a long time.
  8. I've always wanted to create my own ideas when it comes to video games, and I remember having an idea for a Doom map as far back as 2003. It wasn't until I went to revisit Doom II in later 2009 that I stumbled on some Doom Builder tutorial videos, and I was hooked. I installed Doom Builder 2 and followed the tutorial videos they had on the website - I think there were about six of them, and after that I was off on my own making basic maps that would evolve over time to become my first megawad. I sometimes wonder what could have been had I known about Doom Builder sooner, but at the same time I'm also glad I started when I did because my levels were influenced from my love for the original Doom games, and being able to go into this newfound passion for level design when I did meant my levels were at least going to be a little more refined than if I had started at a younger age. Also, I was able to contribute during a time when vanilla Doom wads were starting to make a comeback, and I'd like to think I helped in some way with releasing multiple vanilla Doom experiences both through community projects and my own works.
  9. So I found there is a possible VPO on MAP13 from an inaccessible imp cage just southwest of the starting area - while I know it shouldn't matter since it can happen from a place the player shouldn't be able to access, I decided to remove the imp cage altogether. I actually tended to forget these enemies were there anyway when running through the opening of the map, so I figured it would be better to do away with it. Besides this, I just wanted to mention that eventually there will be an RC3 in the future hopefully with all the right changes, and I hope after that's been available for a while I can get this out by next month maybe in time for my birthday (May 11th) so any further thoughts or feedback is always helpful and welcome.
  10. Yeah, very strange...I've since checked GZDoom and indeed the player just sinks into the floor for some reason. I've fixed it to make it open for the player to drop down - also I noticed it was possible to bump the computer area powerup from outside so I moved it further from the railing. It'll be included in the next release.
  11. RC2 is now available - >>>RC2 Download<<< Here are the updates: This was done on purpose for speedrun-related reasons. Some other maps have them as well, but not many. This shouldn't be possible as the player is 56 units tall and the sector is 48 units - the only way I can imagine it might be possible is if players crouch in ZDoom ports. I've updated the OP to include this with no jumping. I'll include it in the text file as well next time. Also MAP30 having a teleport in the center of the map was intentional for the risk of the player getting telefragged from wandering monsters, although I have thought about adding block lines as I imagine it would probably annoy people. The map itself really isn't that difficult all things considered, so I haven't settled on making any further changes just yet... There is a mega armor hidden on both maps. As I mentioned in the first post, there are bound to be at least a few nasty surprises in this megawad, though it can become a little more manageable either with the help of secrets or if you decide to play it on a lower difficulty. Happy to see people are enjoying everything so far - I'm really thankful for all the feedback and it helps me to refine the experience for all the things that I missed. I noticed ZDoom/GZDoom seem to like showing the E1 sky on MAP33 and without music for some reason. Not sure why... [EDIT] I'll have to remember to include NightFright's widescreen HUD and OpenRift's DeHackEd patch next time, sorry!
  12. I don't mind! I welcome it - just don't be surprised if you can't get 100% on MAP02, at least not yet. :) Again, thank you for all the helpful feedback - I somehow knew right away which area you were talking about on MAP31. It's about time it got the proper treatment.
  13. I thought about changing this myself at times when playing it, although a part of me also likes the idea of the risk and reward of having the monsters do the cleaning up with fighting each other, but also at the risk of entering during a hot part of the battle if you leave it unattended. Not sure if I've settled on making any changes just yet. Thanks for the feedback on those other points - I did change up the MAP04 teleport destinations. It feels like something I should have done sooner. Also, I just tested that area of MAP06 in Crispy Doom - I've no idea why that sergeant is unresponsive until I stand directly in front of him. Strange...
  14. Thanks for the bug reports - I know there are bound to be foul-ups I've somehow missed more than once. I'll be sure to make those fixes soon. Well, Sargasso was something of a partial-conversion experience that used Boom, so that's pretty close. I wouldn't mind trying out MBF21 for another project I've had sitting around since last year if I can learn the ins and outs of it. MAP33 is just a bonus map because I liked an idea I used on MAP29 with the sky floor and green midtextures, so I wanted to make a small BFG arena map to play around with it further.
  15. valkiriforce

    The DWmegawad Club plays: Community Chest

    While I haven't been a part of this thread's playthrough of Community Chest, I did happen to play it for the first time through the later part of last year and leading into this year, and I finished it around early February. I just wanted to say I thought MAP29 was really epic and unapologetic about its progression and enemy placement and I really enjoyed my time playing it. It took me maybe a few sittings over a few days and some hours to actually finish the map, but it was rewarding figuring everything out on my own and just absorbing the whole experience in parts. It was definitely my favorite map in the pack. Ironically, the same author also made my least favorite map (MAP06) so it was kind of funny to see how it turned out with MAP29. Besides this though, I was kind of surprised I had fun playing through the first CC, since I've heard lots of bad things about it from people over the years and only played it for the first time in recent months. I guess because my expectations were so low I was actually able to enjoy it in parts. It does have some mixture of fun ideas and frustrations, but I'm glad I decided to give it a go after so long.
  16. valkiriforce

    ⭐ Rank Your Favourite Wads

    Minor thing: I don't like being limited to 55 points because I don't have the heart to take away the existing points I've already given to some of my favorite wads in that thread, even though there are plenty of other wads I'd love to mention. I still really like the thread for all the work that goes into sorting the list, but having a "free-for-all" thread seems harmless to me. That being said - in no particular order (because something like this is too hard for me to sort through): 1. Memento Mori 2. Eternal Doom 3. Alien Vendetta 4. Memento Mori II 5. Icarus: Alien Vanguard 6. Requiem 7. Scythe 8. Plutonia 2 9. TNT: Revilution 10. Doom II Reloaded 11. Eviternity 12. Scythe 2 13. Ancient Aliens 14. Valiant 15. AUGER;ZENITH 16. Tomatomania! 17. Plutonia Revisited 18. Cleimos 2 19. Kama Sutra 20. Interception 21. Hell Revealed II 22. Hell Revealed 23. Doom II The Way Id Did 24. Mindblood Genesis 25. Bloodstain 26. Dystopia 3 27. Enigma 28. Occult Secrets of The Third Reich On Mars 29. Back To Saturn X Episode 1: Get Out of My Stations 30. Back To Saturn X Episode 2: Tower In The Fountain of Sparks 31. Oracle 32. The Titan Series (Anomaly, Mines, Farside, Trouble, Manor, Trapped) 33. Epic 2 There are tons of other wads I've played through (Vanguard, Lunatic, Jenesis, etc.) but it's been long enough that I would probably have to give them another playthrough before I could call them my favorites - it's an ongoing journey, after all.
  17. valkiriforce

    TNT 2: Devilution (Final beta released)

    I forgot to mention about MAP03: was it intended to trap the player past the red/blue key doors? I was confused that I couldn't return to the previous area and explore for secrets.
  18. valkiriforce

    TNT 2: Devilution (Final beta released)

    Playing this in DOOM Retro on HNTR, because I feel not enough people test wads on lower difficulties. These are just my general impressions on behalf of casual players. MAP01: Pretty good introduction here - I only felt the Arachnotron might be a bit much even on easy, and I wasn't fond of facing hell knights on the first map. It's not particularly hard, it's more to do with players that might try to avoid the extra work of dealing with such monsters so early in a megawad setting. MAP02: I think the sector 294 area that opens up was a bit underwhelming even on HNTR - a solitary demon emerges from a large empty space. Maybe at least one more could make it less void. MAP03: I feel pretty good about this one - I only wonder about the last area before the exit with the fight against two mancubus enemies and a revenant. It's probably fine as it is, but it stood out in my mind as another potential hot space for easygoing players. MAP04: I would probably remove the arch-vile for HNTR, at least - seems a bit brutal to face them so early on the way I know some players would. I might ease up very slightly on some hitscan enemies, as it almost feels like an early Stronghold-type map with dozens of zombies wandering about. It's probably fine, really...but the arch-vile stood out the most to me as something that could change.
  19. valkiriforce

    Doom Core Delta (10th Anniversary Edition)

    I think either should be fine, honestly - it's up to what the player prefers. Of course if there happens to be any issues while playing do let me know - I'd be happy to try and fix them if it's doable. That status bar is from Reverie - originally Doom Core had no status bar, and neither did Eternally Yours, so I stuck with the only new one from Reverie for the trilogy. It's just that I finally got around to making a new one for when I released Doom Core Delta.
  20. valkiriforce

    TNT 2: Devilution (Final beta released)

    The day has finally come - there are a couple of maps I made back in 2011 (maps 07 and 11) and one that was made in 2012 (map 17). I'm surprised to see they've survived this long without being replaced, but I'm glad now they get to see the light of day. Really looking forward to digging into another TNT megawad!
  21. valkiriforce

    Doom Core Delta (10th Anniversary Edition)

    It should work fine under Default and Doom (strict), but with Doom the only issue I've noticed is with stair building on MAP09 which sometimes incorrectly stops at a certain height. The only other minor thing is Reverie's MAP18: Sleeping Spirits (MAP50 in this case) does not have a working ghost bug because of how ZDoom ports work.
  22. valkiriforce

    How do you deal with mapper's/modder's block?

    If I'm not eventually sold on the idea of a map I'm working on, at some point I'm going to pull the plug and try another idea altogether. Of course there are usually attempts I would make to prevent this, such as deleting and replacing areas I'm not satisfied with, or rotating the entire map to get a new perspective on how to expand the existing areas - this latter bit helped with my Jamal Jones map when I wasn't sure about my entry. I basically flipped the map upside-down and started working on new areas, and it seemed to spark some newfound interest in what started to feel like an old and worn idea at that point. The other part of this is just allowing myself to walk away and accept that some work isn't going to be finished in the time that I want it to. It helps to loosen up and allow the process to come more naturally. I think the most activity I've ever seen always came at a point where I stopped thinking too much what others might think and create something fun for myself to play and look at - simple spaces and minimal detail has done a lot to make things come more naturally for myself. Ultimately, I'll fight for any map I'm working on as much as I feel willing to, but some maps might end up not looking as pretty as they did in my mind, so it can also bring some relief to leave room for myself to come up with newer and more interesting ideas over time and not feel weighed by the baggage of older ideas that keep lagging in activity. Don't force it - let it stay as the fun thing you get to play around with when you feel especially up for it.
  23. Surprised no one has mentioned AUGER;ZENITH since that was done in about a month. Most of the DBProjects have a similar timeframe.
  24. valkiriforce

    Memento Mori 1, MM2, or Requiem?

    Memento Mori gets an easy vote from me - MM2 is still pretty darn good, but had much longer levels. Requiem had some of the lowest lows out of the three but still has its share of cool tricks and notable maps (Hatred is a favorite of mine).
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