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Everything posted by valkiriforce

  1. +Super MAYhem 17 +Tangerine Nightmare +Ezekiel +Doom 64 For Doom II +Struggle
  2. valkiriforce

    Just for fun: Subtitles for hypothetical pwad sequels

    Rise of the Shadow of the Planet of the Dawn of the Wool Ball Return To Jupiter Y: You May Enter This Terminal Thank You TNT: Evil Knievilution Eternal Doom V: You'll Be An Old Man Before You Find That Switch Hell Concealed (very easy wad) Memento Mori III: Now Stop It With Those Fake Threads Shin-Deep In Doomsday: Crashes on Load
  3. valkiriforce

    Just for fun: Subtitles for hypothetical pwad sequels

    Reverie 2: I've Been Trying To Wake Up For 3 Hours Now And It's Half-Past Noon
  4. valkiriforce

    What does your Doom folder contain???

    This is how my Documents folder looks: Contained in Chocolate Doom: subfolders for chocorenderlimits, Crispy Doom and Doom Retro. And of course the Chocolate Doom source port itself. Contained in the Doom 2/Final Doom/Ultimate Doom folders: what came installed with Doom Collector's Edition with the four IWADs and Doom95 source port in each folder. These aren't really used anymore since Doom95 doesn't work on Windows 10 and I switched to other ports years ago. Contained in prboom-plus- the Doom II IWAD and all the PWADs/megawads downloaded. It also contains subfolders for Plutonia, TNT and Ultimate Doom, each with their respective prboom-plus ports already set up within each folder. The other prboom folder I have is old and outdated, it was just copied over from my old computer for other PWADs I was missing, so I don't use this for anything. Contained in zdoom: the other place where I keep most of all the PWADs downloaded, but it also contains a subfolder for GZDoom. Every WAD file opens with ZDoom by default so I don't have to organize folders for anything, and it prompts me which IWAD I want to launch the file with so it's all straightforward and easy. Doom stuffs: just the place where I keep all of the textures, flats, graphics and text documents of ideas for Doom. There's also a couple of subfolders; one for MIDI music which also has another subfolder for Doom sound effects that I created and the other folder for Doom skies. xwe116: Yes I still use this for Doom because it's what I'm familiar with, but I do use Slade 3 on occasion for color graphics and sound conversion which is useful. And last of all the Ultimate Doom/Doom II/Master Levels/Plutonia/TNT Maps folders contain renders of every map from the IWADs as created by Mr. 8. Once in a while I do like to study these maps and I like the convenience of all the secrets and teleports being shown clearly where they are and where they lead. I also have a Skulltag folder which I don't use for anything except for testing out deathmatch areas I created. Not seen: ZDaemon folder which is contained in my C: drive. Also has a lot of downloaded PWADs for online play.
  5. valkiriforce

    Best/Worst maps in TNT

    The starting mayhem of rushing for the SSG while surrounded by former sargeants, the mad dash through the toxic tunnels, the trap-laden hallways that open up after the yellow key grab, the huge open vistas of inaccessible areas seen in that huge ringed area surrounding the YK area (probably one of the earlier examples of those kinds of details to help sell the map's atmosphere and location) and of course the killer soundtrack getting you pumped for every encounter throughout the map. I also like the rocky canyon before the exit even if it is a bit cruel with the slow-moving platforms near an arch-vile if you happen to fall down there. All in all quite an impressive map coming out from just regular Doom/Doom 2.
  6. valkiriforce

    Your Favorite Doom Weapon

    The plasma gun easily - it's the arcade weapon.
  7. valkiriforce

    Best/Worst maps in TNT

    System Control, Redemption, Crater, Nukage Processing, Deepest Reaches, Processing Area, Mill, Shipping/Respawning, Central Processing, Administration Center, Mount Pain, Heck, River Styx, Last Call, Pharaoh & Caribbean. As for worst? Probably Habitat, however it is incredibly easy to just run straight to the exit so even then it doesn't seem that offensive to me. Baron's Den is also one of the lesser interesting maps for me.
  8. It's hard to imagine making any more maps than what has been released up to this point. For me it helps that my vision for what makes Doom what it is was set by the IWADs for many years. I played Ultimate Doom, Doom II and Doom 64 since the 90's and had never played any maps outside of that until late 2009 when I played Final Doom for the first time, which was shortly followed up with a lot of PWADs/Megawads from the top 100 list over the years. So I still hold that classic, bare-bones detail to be pure Doom if the gameplay flows playfully, and to some extent I also find myself more convinced by it if it feels like a continuation of that style. Ironically, I found limit-removing maps difficult to create for many years because I felt intimidated by all of the high-detail maps people were releasing at the time. I felt like I didn't really have an excuse for making something that was limit-removing without going all the way up there in detail, so I found the confines of vanilla mapping much more liberating since I knew it actually had its limits and most of my maps at the time seemed to work just fine under those limits. Over the years I think it was becoming too conscious of different mapping philosophies that sort of jaded the experience for me, outside of having played dozens of megawads and PWADs which also brought me to a point where I wasn't really sure I had any more agreeable ideas that were worth pursuing. I was satisfied with Eternally Yours being my last effort, and I intended to move on to other things in life and wasn't expecting I would ever return to Doom mapping again. It was when 2016 came along and John Romero released those new levels of his which brought back much unexpected motivation, not only for playing Doom but for creating new levels. I think it was a good thing that I was away for many years though since I felt that a lot of what was loading me down by the start of 2012 was largely gone, and I wasn't connected at all with the community or aware of what was happening in it for a while. So I felt like I only had myself to please, and it brought back that playfulness I felt from when I began with my Doom mapping curiosity. As far as the actual projects go, I think Scarlet Echoes is the only one I have never completed, because while it was an ambitious idea similar to Paul Schmitz' Artifact I felt it was this gigantic map that would make up an island over the course of maybe five or six maps, and it just didn't sound like something I would want to come back to very often. I created maps that I often return to and play with once in a while; even my oldest efforts in Doom Core and Reverie are nostalgic to revisit and they're easy to pick up and play. I have to believe the idea is convincing enough to create something I wish I could play, and I also want to keep doing something new to keep things fresh. Almost everything I made back then was for vanilla ports, but I became more accustomed and welcoming to working with limit-removing and Boom maps when I started Oceanside, which was a very personal project since it was based on my hometown. It's one of my favorite things I've done which I didn't think I would be able to say all these years after my last effort, but it is those kind of ideas that are really worth the effort. Everybody has something different they take away from the mapping experience. For me I actually really enjoy creating maps and either listening to music or playing a movie in the background while it is happening. Sometimes I like to see how much I can get done before an album or movie is over, and sometimes it isn't very much, but even a little effort to move forward is still further than where you were yesterday. The other part of it for me is the art of creating map layouts, which has always been one of my favorite aspects. Sometimes I just imagine all kinds of grid shapes in my mind and I try to figure out what that might look like in-game. I remember wanting to create something that had a diagonal layout similar to Plutonia's Ghost Town and created this from Reverie MAP28 (and yes I know I've used this example before): Overall, I think the most important question you can ask yourself is just how excited are you to play anything Doom-related? Are there any ideas for projects that you wish could exist, or places you wish you could visit within the confines of a map editor? That was part of what got me excited to start a project like Oceanside, and I have other ideas I'd really like to play around with since it involves exploring different territories I haven't been through before. Playing around with Boom's effects or tinkering with DeHackEd have also been really interesting, there's so much out there that can bring out that excitement and playfulness and I always try to keep things in a place where it stays that was as opposed to any outside pressure or expectations from other people. I don't want to become too concerned with whether a ceiling area is 'too bare' or not; to be honest I will probably never notice it in my own playthrough, so I'm okay with leaving it out. You can probably let more slide than you think without being disrespectful of feedback, and sometimes people do have better ideas for my maps than I do. Ultimately I think the fun you have in creating a map will always be reflected in the maps themselves, so it'll work itself out.
  9. valkiriforce

    What's your Doom confession?

    Can't blame him for not checking the everything else forum though - seems unusual that it was moved there in the first place when it's been under Doom General for many years.
  10. I would pick the Baron and call him Baron Bomburst.
  11. valkiriforce

    Photos that could be great Doom levels

    I quite like these photos:
  12. valkiriforce

    Interception II: It's Back, and It's in Boom Format! (CL9 Doom II Megawad)

    @Pegleg Unfortunately that link is broken.
  13. valkiriforce

    Best Megawad ever (In Your Opinion)

    For me it's either Memento Mori, Alien Vendetta or Eternal Doom.
  14. valkiriforce

    Interception II: It's Back, and It's in Boom Format! (CL9 Doom II Megawad)

    So...anybody gonna send me that map?
  15. valkiriforce

    MAYhem 2018 - Orange Version!

    Music on my map is Tides of War from Jeremy Doyle.
  16. valkiriforce

    TNT Revilution: Final release now on ID Games!

    It's a rocket jump from the crate platform to the left of it - as slightly marked by that trail of blood nearby.
  17. valkiriforce

    TNT Revilution: Final release now on ID Games!

    Unfortunately, if you've already grabbed the yellow key it's impossible to get that secret unless you start over. I was confused by this in my playthrough at first but I learned the hard way it's because the floors that lower after grabbing the yellow key cause them to change texture and effect, which includes the secret you're speaking of. So it will no longer register as a secret unless you start from scratch. Just make sure you enter the secret room *before* going for the yellow key since it will lose its secret effect afterward.
  18. valkiriforce

    Post Your Doom Picture (Part 2)

    Pretty sure I also have one of AnimaZero dying under a megasphere from when we played Hellbound over TNS.
  19. valkiriforce

    Did anyone get stuck in the first room of Map18?

    Nope, never got stuck in Doom 2, neither in MAP18 or 28. Didn't surprise me that the door had to be shot, either. It's the little things that make you remember a map sometimes...
  20. valkiriforce

    My curiosity on the popularity of certain PWADs

    Memento Mori is ageless.
  21. valkiriforce

    What are you listening to?

  22. valkiriforce

    My curiosity on the popularity of certain PWADs

    Just wanna add to the love for Alien Vendetta for having so much personality between map authors including Anders Johnsen, Kim Malde, Brad Spencer, Mattias Berggren and others who helped to make it what it is. It really helps that it kind of falls between being a communal effort and having a number of authors touch-up other maps like what Malde did to Berggren's MAP03 in adding the city visuals and the navy ship, giving it more of a singular consistency you would get with fewer authors. I like that despite using various map themes throughout it still feels like one cohesive whole thanks to the quality of detail pushing for realistic earth environments, whether it's a techbase or a cave crawl or an oceanic panorama. There are sections of the megawad that really make it interesting like Spencer's techbases entering into episode 2, and Johnson's hell maps really pushing the player into a corner in difficulty. Sprinkled with some very talented authors like Madani el Hariri and Martin Aalen Hunsager. For me it just doesn't get boring because while the map authors and themes may be varied it still holds strong as one complete megawad. Getting to move from a brick and mortar fortress to a techbase carved into an earthen crater to a cargo bay by the sea is just satisfying because you don't always know what to expect next, and for me it's rewarding in itself to get to play a variety of maps like these with a consistency in vision for what that megawad was supposed to embody. There were few megawads of such high quality like what AV gave us in the early 2000's so it's no wonder it would be remembered to this day.