Foodles

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Everything posted by Foodles

  1. Hey, just checking in to say thanks to gaspe for the review of Estranged, thanks for taking the time to play it and I'm glad you enjoyed it
  2. https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/estrangd Description Estranged is a 32 level megawad that I've been working on/off on for the past few years, it's Boom compatible (tested on Zdoom and prBoom+) and uses stock doom/doom2 textures (not including the skies). Each map can be played through with a pistol start and all difficulty settings have been implemented, there is also "new" music for most of the levels. This is only the beta version at present, so I'd really appreciate feedback and criticism, a lot of the assets are not finalised such as the title screen and a lot of the music may be subject to change depending on what people think. I think the gameplay may need some changes as well, my intention was to make maps that were fun to play and I'm not sure how well I did (Memfis has played some of the maps and given me some advice which I'm grateful for but apart from that they've only been teste by myself). Since this project has taken so long to make I'd say that my mapping style has changed considerably over the course of the development time and although a large amount of effort has been made to "modernise" some of the early maps there may be a noticeable quality gradient between some of the levels. Anyway below are some screenshots (with no monsters on) and the download link, please give it a try and tell me what you think! :) Final Download: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/estrangd
  3. well here it is - the idgames release of Estranged! https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/estrangd I'll be hanging around for a bit but will probably disappear at some point, let me know what you think by leaving a review on the idgames page!
  4. Wow awesome! Thank you, it actually sounds pretty good and I really appreciate the work you put in to help me out. OK so here's where I'm at, I've replaced all the custom music with the respective midi versions except for map29 and the breaking benjamin track for map32 (the midi didn't sound very good at all). I understand why map29's music would be hard to make a midi of and I was actually thinking of replacing the map29 music with the doom track from computer station - it's not as good but I think it has a foreboding atmosphere that would fit quite well. As for the music with map32 I'm not sure yet, I'll have a ponder make a decision soon! (Also a side benefit of replacing the OGG tracks is that the file size has gone down to 17MB uncompressed)
  5. If you could whip something up without too much trouble I'd be really grateful. Also thanks TGH for the links, I'll get around to adding them and maybe we'll see an idgames release!
  6. Had you made the tracks specifically for your project? if so then that's allowed, it's because the tracks aren't my own which you could get away with in the past but not anymore :(
  7. Yo I'm back to give to you the Final version of Estranged! Unfortunately at some point in the last 5 years the rules for uploading to idgames have changed and OGG files are no longer accepted and since I feel that changing the music to stock doom tracks would change the spirit of the affected levels it seems there won't be an idgames release :( Fear not thought because I have provided a link below that will let you download and play this 32 level mapset! I'd like to thank everyone who left feedback, particularly kmxexii for his in depth, level-by-level review of the project, I do appreciate it and I enjoyed reading it. Download: http://www.mediafire.com/download/s1gdhofpowathvt/estrangd.zip
    An average effort by todays standards, good if you want to kill 15 minutes but there's nothing noteworthy
    complete trash, in every way. I don't want to be nasty to the author but I suspect he knew that what he was uploading was garbage.
  8. Mir

    Pretty good for a 97 wad
    Pretty fun map that's not too hard although its not long enough to leave a lasting impression.
  9. I've posted the latest (and hopefully final) version but if anyone does find any issues please report them here or PM me, otherwise I'll try and get around to uploading this to idgames within the month. http://www.mediafire.com/download/qvlt16ojz3cykls/Estranged_1.3.zip
  10. Cold as Hell is a gzdoom wad but it was very good and had an interesting story if you're into those sorts of features
  11. Good highlights, its a shame I couldnt be there for more of the session, it's also a shame there's no part 3 so I can make it even harder ;) I was there for map19 which was too hard but I don't think I changed map30 much, if at all from the previous version though
  12. I've updated the link in the op and I'll add a link to the updated version below. I've been focusing on the second half of the maps in anticipation for TNS and so I haven't got around to fixing a lot of the bugs in the early maps yet but rest assured I will. I've read all the feedback in this thread and appreciate the time everyone's taken to play through this. http://www.mediafire.com/download/ax96bsi06msksde/Estranged_1.2.zip
  13. Here's the track listing for the ogg tracks Map15: Halo 2 - Leonidas Map27: Super Mario Galaxy - Melty molten galaxy Map28: Rogue Legacy - Narwhal Map29: Rogue Legacy - Broadside of the broadsword Map31: Mario and Luigi: Bowser's inside story - Dimble wood forest Map32: Breaking Benjamin - Blow me away (from halo 2) Map04's music is from TNT (map14), there's also a couple of tracks from Heretic, Hexen and some other from TNT.
  14. Thanks degree23 for the detailed level-by-level feedback this will really help a lot in improving the wad, I agree that possible the death exit on map32 is a bit unecessary so I might take it out but I do feel that in general I designed the levels to be played from pistol start and that a death exit every now and then prevents continuous players from becoming too powerful/finding it too easy. I was at most of the ZDaemon survival night on thursday and really had a good time although I definitely feel that the maps were too easy, I'll work on making the other half of the wad harder for when part 2 is played in a few weeks, I should have an updated version uploaded in a week or so.
  15. I've updated this, the link in the op gives the newest version. I've added multiplayer starts, done a bit of balancing here and there and fixed some of the bugs including some items not appearing on the easier difficulties and tried to make it so that the maps are smoother on coop. Thanks for all the feedback so far, keep it coming, when I built my maps I wanted to create maps that looked good to me and gameplay has always been something that I felt I had to add on afterwards, I have always found it difficult to judge if a map is fun to play. But thanks to some of the feedback in this thread I feel that I'm improving a lot on that front and hopefully if this mapset is used in Zdaemon survival night then I can get more of a feel as to what needs to be changed.
  16. I'm currently working on making a lot of the changes suggested here and I think that if you waited until next week then I would be able to upload a new version that would be a more fun experience. Of course its up to you but either way thanks for taking an interest.
  17. So a lot of people say that map21 is a bit naff so I'll probably be rebuilding this level at some point, although it may take a while. If I'm being honest I never considered coop but I think I'll definitely be throwing in coop starts and try and make it so that you can bypass bar traps etc. from the outside. Anyone else finding that ammo is too limited? Also i'm not sure why the music sounds different in boom than in zdoom but I think you can stop this by changing the preferred midi player under the general options (at least in prboom+).
  18. There's some OGG music files in here which may be bumping up the size
  19. I really liked this map, I think the idea of the tower is very well executed and the difficulty ramps up nicely
  20. So recently this one map in my wad has decided it doesn't need the SSECTORS lump anymore. Now an error message comes up when I try to test in DB2 and play the wad separately through Boom saying the SSECTORS lump is missing and I can't play it. How do I get this lump to come back?
  21. Good news, I fixed it! Since the level consisted of several separate areas I just moved all these areas closer together on the grid and this seems to have worked, it runs in Boom and ZenNode seems to be able to handle it.
  22. Well I used ZDBSP and it works and runs fine but isn't that for Zdoom only? It still doesn't work in prboom+. Tried DeepBSP and still no dice I'm afraid. I can't say that I really know what I'm doing.