Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Steve D

Members
  • Content count

    2619
  • Joined

  • Last visited

About Steve D

  • Rank
    Forum Staple

Recent Profile Visitors

1457 profile views
  1. Steve D

    Post Your Doom Picture (Part 2)

    Perhaps I assumed too much because "van" is in his name. ;)
  2. Steve D

    Ultimate Doom is deeply flawed beyond E1

    And so the debate goes on. But how can you possibly beat The Unsinkable Fats Domino? ;)
  3. Steve D

    Post Your Doom Picture (Part 2)

    E1M8 of Shotgun Symphony was made in February-March of 2014. I wanted to make a boss map that was a true map, not just a boss arena. There is a degree of nonlinearity to it as well as some fairly harsh incidental combat. I'm pleased with the Variation on a Theme of Baron Bashing that I came up with. In the first shot, you return to the hub area shared between M1, M2 and M8, where you see evidence of Marines killed in combat with the Cyberdemon you encountered as a caged beast in M1, now escaped to slay your comrades. You can even see his bloody, cloven-hoofed footprints walking away from the scene of the crime, heading towards the final hub room door . . .
  4. Steve D

    I'm Also Looking to Play and Record Your Maps

    Thank you very much, @HAK3180. That's a pretty stern map, but unlike Heat Miser, it stays more varied in its combat, so I thought you might like it better, and you did. I agree with your comments about the relatively bland appearance of the map. I went for a "Doom Clean" look, but facts are facts, I'm not a detailing wizard like dobu gabu maru or Bridgeburner56. It's just not my specialty, nor is it something I greatly enjoy doing, though I'm trying to improve over time. On an obvious level, using different textures for the corridors than those of the outside walls might help. ;D There were only 2 roving Archies at the end in early versions of the map. I increased them to 4 at the urging of my Doom God playtesters. There are indeed people who can FDA this map -- Demon of The Well and Ribbiks have done it with the original version from 2014, in which the only important gameplay difference is fewer Archies at the end and fewer Arachnotrons in the water. I added those at the advice of DotW, and it worked out great because they put so much pressure on you. There is no doubt in my mind that DotW can FDA the new version as well. He is insanely good at Doom. Me, I'm a mere mortal. I make maps where I die a lot because I'm a masochist and enjoy dying in Doom. ;) But I want to see if players who are not -- no offense intended -- Doom Gods, can still enjoy these maps on UV. ADP maps are designed with the specific intention of killing the player, repeatedly if possible, and not everyone is going to like that as much as I do. Players have the option of selecting a lower difficulty, but typically they won't, so the question for mappers is whether to cater for the hardcore players and leave the more traditional players in the cold, or cater to the traditional players and bore the hardcore. What I'm trying to accomplish in ADP maps is to kill the player in a way they find fun and not frustrating, so that they're willing to try again or savescum -- I'm a savesummer -- until they discover a winning strategy. There are several strategies that can work in this map. Your decision to take out the hitscanners first was a sound and logical move which worked very well, as did your plan of clearing the main arena before fighting those PEs again. You also showed excellent determination in the face of death. You knew you'd figure out how to beat the map and you did it. Very well played. Apart from your dislike of large numbers of Archies, I rate this map as a success with you. You did a couple things that surprised me. The secret Megasphere is obtainable by jumping off the Plasma Gun platform. In fact, the best way is to just run up the stairs, grab the PG and leap for the Megasphere without slowing down or breaking stride. It's possible to over or undershoot, but the column is placed in such a way that you'll land correctly 7 times out of 10. The other is the area where you get the BFG and red key. You thought there was no way out, but there is. On all the low platforms that have cell packs, you can walk right over the railing into the water. This can help you plan attacks against the Archies more easily, but also, you can reach the secret Blue Armor by getting up on the railing and walking to it. I have 2 more ADP maps, one easier and the other more vicious than Mad Freak, but I'll hold off for now. I'll be releasing my Shotgun Symphony E1 in a few days, which is a full 9-map episode. Difficulty is more in line with Abcess, and it has lots of secrets. Secrets, including chained secrets, were a high priority when designing these. Do expect some big fights, though. I also plan to get back to playing your mapset in January, when I'll finally be in better control of my time.
  5. Steve D

    Ultimate Doom is deeply flawed beyond E1

    Fair enough. I go the opposite way. BTSX E1 is my all-time fave megawad, and it got even better over time as the maps were fortified in gameplay. E2 wasn't my thing so much, though it's very well done. Too much of a Meat Game for my tastes, and lots of rock textures. The cool thing is that whatever style of map or gameplay we like, some mapper somewhere is making them for us.
  6. Steve D

    Ultimate Doom is deeply flawed beyond E1

    The key words here are, "which for me". There is no way to argue taste, but would you say the same about the techbases in BTSX E1 or Eviternity? And it's been pointed out before that many Goth and Hell maps which take place in castles or other structures are nothing more than techbases with a different texture set. ;) Same halls and rectilinear rooms, just a different skin and torches instead of floor lamps. But what you prefer is what you prefer, and I love me some techbases and all those wonderful E1 secrets.
  7. Steve D

    Ultimate Doom is deeply flawed beyond E1

    Especially against those teal demons in Eviternity. Their speed and ability to survive 2 SSG blasts makes them a real hassle in close quarters, unless you have the Zerk. Then they turn out to be a bunch of chumps with "Victim" signs hanging around their necks. One-on-one, anyway. ;)
  8. Steve D

    Ultimate Doom is deeply flawed beyond E1

    Blasphemy! My episode ranking: E1>E4>E2>E3
  9. Steve D

    Post Your Doom Picture (Part 2)

    E1M7 of Shotgun Symphony was the first of the new maps made for the set. I managed to finish the whole thing in December of 2013, and given that it had nearly 1,500 sectors and well over 500 monsters -- and difficulty settings! -- it was the largest, most complicated map I'd ever made in a single month. As I've said before, in the old days, with Hellmaker on the Mac, it took a full month to make a 300-sector map, something I can now do in a couple days thanks to the Doom Builder range of editors. Thank God this isn't a trap!
  10. Steve D

    Ultimate Doom is deeply flawed beyond E1

    I'm a huge fan of E1 and E4. E2 also had some great maps. IMO, E2M2 is the creepiest map in the official IWADs, helped by an incredible music track. In some ways, the most obvious problem with the maps after E1 is their appearance, but if you can overlook that, there's plenty of fun to be had.
  11. Steve D

    I'm Also Looking to Play and Record Your Maps

    Thank you, @HAK3180. Can't win 'em all, I guess. ;D But your playthrough helped me a lot. The ideal way to deal with this map is to go after that PG ASAP, and then hit the switch up there on your next run, opening the way to the next area before you kill the Cybs. That way, you'll have 4 Cybs available when the Caco Cloud comes in. You can then set up infights where the Cacos either kill all the Cybs for you, or leave the survivors badly crippled while their own numbers are chopped down to a manageable size. Unfortunately, it's possible to break that chain of events. I think maybe you didn't recognize the switch right away. We used the Retres.wad resources for Mayhem 2048, so the switch is a bit obtuse. It could as easily be a decorative insert. However, I think that moving the PG to the wall which descends after you hit the switch would make it easier to guide the player to the second area, so they can release the Cacos while all the Cybs are still alive. FWIW, each difficulty setting has a different character. UV has 144 Cacos in the cloud, so they dominate the play area and bully the Cybs. HMP has 96 in the Cacoswarm, so it's more nip and tuck between the Cybs and Cacos. HNTR has 48 Cacoswarm gasbags, making it a more Cyb-dominated map. Well, this one didn't work for you, but I want to try one more ADP map to see if you want more. This is the very first official ADP map, which I made in 2014. It has no gimmick except for dropping the player into an immediate 360-degree attack, which is how most of these maps will start. It also has a bangin' BGM. It's called Mad Freak, named after the musician who composed this track. It plays on Map01 and requires cc4-tex.wad. GZDoom is strongly recommended to prevent a different type of infinite tallness issue. And, darnit, this one has 3 secrets! :D Mad Freak
  12. Steve D

    Post Your Doom Picture (Part 2)

    E1M6 of Shotgun Symphony was about 45% complete when I stopped work in 2000. I'd run out of ideas, but when I started again in 2011 I thought it might be cool to add a nukage pumping station. Everybody wants one, right? My original vision was different, and far smaller, than what turned out to be the biggest room I've ever made.
  13. Steve D

    Post Your Doom Picture (Part 2)

    @StormCatcher.77 I'm almost finished with your Eviternity map. It's so big I had to play it in shifts! ;) But based on the beauty of that map, I'm not surprised to see the excellent shots you provided for your JoM6 entry. Very Quake 2 feel on the last shot.
  14. Steve D

    Post Your Doom Picture (Part 2)

    @Bridgeburner56 Finally!!!!! I am totally psyched to play this!!!!
  15. Steve D

    Post Your Doom Picture (Part 2)

    E1M5 of Shotgun Symphony was almost finished when I stopped work in 2000. I was having a problem with the original exit area that crashed the game, so when I finished the map in 2013 or so, I created an entirely new exit area that houses a massive end fight. That area is shown in the final pic. The screenie below is the opening area. I went with 6 pics this time because it's such a massive map. My apologies. A Really Big Fight happens in the room below. Good luck!
×