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DooMGo2It

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Everything posted by DooMGo2It

  1. DooMGo2It

    The Official 'Trying to Find a Specific WAD' Thread

    Yes, that's the one I was looking for. Thank you very much.
  2. DooMGo2It

    The Official 'Trying to Find a Specific WAD' Thread

    I'm looking for 2 WADs that I played a few years back. I can't remember too much, such as if there were multiple maps or just one etc. but I hope someone can help me with what little information I can provide. The first WAD, I can't remember how it starts off, but there were parts (or even large sections/majority of the map or levels) that used a black and white tile floor. The black floor tiles weren't completely black, but more of a dark grey. If I'm remembering correctly, there were Pinky Demons that had a red upper body and silver legs. There was also a part where you would fight an enemy Doomguy. The second WAD I'm almost certain was a single map. You started in a niche in a small/medium sized room. To your left there were a few steps up to a window that had a transparent glass. The outdoors area that you could see from the window was large, and I believe there was a Spiderdemon accompanied by other smaller enemies (Barons?). To the right, on a platform or at the top of another set of stairs, there was a Cyberdemon guarding a switch behind it. I'm remembering somewhere in that room there was a Plasma Rifle and ammo, but I honestly can't say with any certainty what weapon was provided for this first room. I can remember there were Belphegors on this map because it's the first time I've encountered them. I also remember there was a rather large room which had a big fan on the floor inside of it. I believe it was meant to push you up into a corridor at the top. For some reason the word War is coming to mind when I think of this map, but I could be way off. I think there was also what appeared to be an office with computers somewhere on the map. Thanks in advance!
  3. This is great stuff, keep up the good work. At this rate you'll have a mega-wad of speedmaps in no time!
  4. I played fully through Map 1, then rushed through Maps 2 and 3 until I died (relatively quickly). Nice maps for such a short build time. Great for a short burst of fun!
  5. DooMGo2It

    Things That WAD Designers Do That Irritate You

    - Placing items directly in the path of switches/hallways/doors. Especially irritating if it is a Berserk when I'm at 100+ Health. - Placing a Green Armor close to where you will go on to find a Blue Armor. - Lifts that lead you to a face full of monsters, resulting in having to try and shoot them from below, or constantly use the lift to clear the way, all the while getting ravaged with no real way to dodge. - Archviles that you cannot kill and are only used as a means to revive enemies. - Peripheral rooms that don't yield any real reward. Basically boring rooms you can just skip without thinking twice about it, other than losing your precious 100% kills. If I can go exploring regions of the map that I don't necessarily need to go through, I want to receive a notable item so that I can feel success in my explorations. - Placing a weapon only in a secret and placing the ammo all over the map. ESPECIALLY annoying if that extra ammo is required to kill all the enemies. - Any non-original power-ups. I've come to know and love the few that are there, and I feel that is all that is needed. *Occasionally a new power-up can be fun, for a little. - Placing 15 Backpacks instead of just using the normal ammo. The Backpack, to me, is a unique item. I always love finding one and it should be used sparingly. - Placing too many secrets within secrets. - Secrets that are far too big in proportion with the rest of the map. - Secrets without ANY indication that there is a secret. - Monsters that are meant to be killed with infighting. I want to do the killing! - Enemies in plain areas surrounded by Barrels that are of no danger to you. I have to be very specific here because using Barrels in a unique way is always cool, however using them just to make the incoming Baron/s (or other enemies of course) weaker instead of just using weaker/less enemies is just odd to me. - Barrels in odd places that are more decoration than anything. - An Invisibility power-up that is given before/during a fight with anything other than hit-scanners. I feel it only helps against them, and actually hinders me against projectile enemies. - Spider Masterminds that can kill each other. This has always been so pointless to me. (Or any boss infighting, for that matter) - Large rooms with hordes of enemies that mostly kill each other before I can really get in the mix. - Prolonged pitch blackness without Light Amplification Goggles.
  6. I see this project is coming along nicely. I haven't really had much time at all to get into my map lately between totaling my truck, my grandfather passing away and all of life's other little problems. Anyways I'm finally back into it so I should be finishing my map soon.
  7. DooMGo2It

    Aesthetics versus Fun

    I would definitely have to go with game-play. Nothing would be more painful, I believe, than to have a brilliantly detailed level plagued with horrible game-play. Imagine all the wasted hours? A decent looking map can still be absolutely awesome if it has great game-play. However, a great looking map is just visuals if you can't enjoy playing it.
  8. Sounds like a great idea. Anyone willing to test can give me a PM and I'll gladly send it to them as soon as I'm finished (which probably wont be soon at all =\), if thats okay with you, Pcorf. Haven't been able to get much work done lately, but I'll be able to really grind out this map as soon as I get my laptop.
  9. Alright, would it be okay, as Sofa said, to make a new thread and post this level there? I would only host the upload for it for a short time (1 week?) just to get some reviews. Perhaps this way I can get specific reviews as well as keeping it somewhat fresh when it pops up in the megawad. Then again, I'm sure I've unknowingly make some mistake with regards to compatibility making the map unacceptable for this project. The main reason I want this to be a stand-alone is because this is literally the second level I've ever worked on, and I could really use the critique. On another note, I'm not even done with the level, so this isn't urgent.
  10. I was wondering if it were okay for me to upload my level, after finishing and submitting for this project, to the /idgames archive as a stand-alone level. It would be my first contribution to the archive and I would like it to be there to receive criticism on it's own.
  11. The sky is cool. It looks sick in that screen with the Soulsphere. Definitely looking forward to playing this. Good luck guys!
  12. Here's another few shots. http://img22.imageshack.us/img22/4100/screenshotdoom201006250.png http://img443.imageshack.us/img443/4100/screenshotdoom201006250.png - Just noticed a few misaligned textures where the BFG is. Ignore that, pelase. :p
  13. Wow, it takes me that long to finish 1 room :(... What you've got looks nice. I'm trying to visualize what you've got set up for us in that big open area. Can't wait to play this wad whether or not my map is accepted! :)
  14. DooMGo2It

    SecretDooM: The labs.

    For a start, you could use some color variation. I know it's nice to have things match, but when too many things are the same color, it makes it hard to really see detail. There has to be some contrast to really make it look nice. As far as adding detail, it's as simple as raising a platform and putting a light source on it. Perhaps making some pillars, ceiling windows, or even an indent in the wall with a body hanging inside. Also, creating some borders can add a very nice touch to an already detailed structure. The trick here is making nice detail that doesn't distract from the gameplay. You should take a look at contributions from other authors for some inspiration if you're having a really hard time with it.
  15. DooMGo2It

    SecretDooM: The labs.

    At first I thought the strong color contrast in the HUD would be distracting, but it's alright when you start playing.
  16. DooMGo2It

    SecretDooM: The labs.

    I took some time to play this, and it's not terrible, especially for a new mapper. You seem to be making the rookie mistakes (I'm a rookie as well, so don't be discouraged! :) ), which would be large bland areas with little or no monsters, awkward/weird texturing, and plenty of misaligned textures. In the first level I would sometimes have that first Imp get stuck inside the door when it's triggered, I suggest moving them back a little bit. Also, that Chainsaw secret in the beginning, for some reason the first and only the first time I played through it I was able to pick it up, but when I played it after I couldn't. Move it out a little farther. The Blue Key room as with the structure inside seems rather pointless. Usually you would want to make it a challenge to obtain keys, as opposed to just handing them out. As for the second level; in that area with the big blood falls you constantly hit switches and look around for lowered platforms etc. It wasn't hard to figure out what to do, but it wasn't fun neither. I like the concept but for me there's just way too many switches you have to hit, and that big pillar in the middle has some tiny platforms that just make me rage when I fall off. Also, if you fall in the center of the steps leading up you will be stuck forever. You can make a switch down there that teleports you out; would be the easiest fix, I think... But then again I really don't know too much. You had some pretty neat ideas so I'm sure if you took a lot more time to make the level more aesthetically pleasing, as well as a little fine tuning with level flow and monster placement, you'll make something very enjoyable. Good luck in the future. By the way, I tested this with ZDoom.
  17. Cool shots. For a second I thought that was all 1 big map, haha. Wouldn't have even realized there were two posters if Dutch hadn't said 'guys.' My map is roughly 25-30% done. I'm pushing to have it completed by the 1st of July, albeit no deadline for this project.
  18. I really like that second shot, Dutch, it looks cool. Also, I was just wondering if we were allowed to use stealth monsters?
  19. Being a complete newbie I realize I've done the same thing. I, too, lack understanding of source ports and things alike. I'm still trying to catch up on the stuff that you guys know as common knowledge. :p Sorry in advance for any inconvenience that my inexperience might bring.
  20. DooMGo2It

    [Zdoom]E1M8 revisited by the_trigger

    I had fun playing this. I especially liked the room full of barrels, and the Soulsphere secret at the bottom of the steps after entering the Blue door. Reminded me of the old level while keeping a new feel. Also in that room, I like the way you slip down those stairs if you run in. In the very end the open field is very large which makes dodging the few enemies present too easy. The switches that create ammo are okay, but the one spawning rockets makes the one that spawns bullets rather obsolete. All in all a great map!
  21. Here are a few shots. I hope you like 'em! :) http://img97.imageshack.us/i/msimpler1.png/ http://img704.imageshack.us/i/msimpler2.png/ http://img191.imageshack.us/i/msimpler3.png/
  22. I hope my map is not too similar to Philnemba's Simply Familiar. I'll get some screens up later today or tomorrow. Been having problems with copy/pasting some detailed structures, so now I've gotta' do it all by hand. >:(
  23. Hi, I'm a new mapper and I've got a map in progress (very slow progress). It's called Much Simpler, and as the name implies, it's one of those levels where you start near Mancubi. Being assigned to a project (would be my first! :p) would definitely give me some incentive to get a move on and take more time making it. I've not been editing it much lately (which is a good thing because I'd have more textures to change), so it's not anywhere near finished. Though I see you still need quite a hand full of maps, so maybe I have time? I'll have to first work on converting some of my current textures (taken from Plutonia) back to Doom 2 textures, most of which I've already visualized. As soon as I get that done I'll post some screens of finished areas and you can judge for yourself. This type of map generally takes the spot of 7-9, but I see the earliest open slot is 15, unless that too is already booked. It's a castle type level so I would need a spot before the hellish maps set foot. If it's not at all what you're looking for or not good enough in any way, no hard feelings. Take care and good luck with this. - Al
  24. DooMGo2It

    Infected Base

    I wont judge detail, because as a new mapper I know how difficult it can be to add even small details. It was a lot longer than I had expected, which is a good thing. I liked the room with the tall bloodfall stairs, as well as the 2 following rooms. The room directly after the bloodfall stairs, with the star in the middle, is way too dark and makes the player search the walls for the door. Also in that room, when the Imps teleport in, it takes -forever- for them to all come out which makes for a rather boring wait. Other than these few things, and a bit of monster spam, it was pretty good. I'd like to see what you could come up with if you took more time on it.
  25. DooMGo2It

    The Edge of Time.

    I played up to map 7 or 8 so far, and it's pretty fun. Ammo and health are slightly abundant, but still fun none the less. I've noticed a Megasphere in an earlier level that is in a secret which is pretty much plainly out there. Maybe you could make it a Soulsphere because it's easy to find? Or perhaps put an enemy or two there so that it's not just a give-away.
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