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jacnowak

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About jacnowak

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  1. jacnowak

    You have 30 minutes to make a map - post your results!

    I decided to give it a try. Stopped the timer after exactly 30 minutes, I was placing enemies in the last 2 minutes or even less so monster placement is unfortunately chaotic, I think the map is pretty shit but well, I made it, it was actually my first time speedmapping, so well... Attached a screenshot and zip file with the map. jac30min.zip
  2. jacnowak

    You have 30 minutes to make a map - post your results!

    The last map by NoisyVelvet was really great, even if it was 45 minutes it's impressive for that time, very good layout and gameplay (although it was hard to me). I attach my TDA (third demo attempt :P as I died too many times on my two previous attempts to make it fun to watch :P). (recorded in glboom-plus) noisy30mins_jacek_tda.zip
  3. jacnowak

    Hydrogen - new classic map - tell me how it plays

    Thank you all for the feedback. Thanks TheOrganGrinder for taking time to write all these suggestions. And many thanks Veinen for your FDA, it's always great to watch those! (yes, you are a speedy player :D)
  4. jacnowak

    Hydrogen - new classic map - tell me how it plays

    Thanks DynamiteKaitorn for your feedback! Glad that you liked the map and the flow so far. Wrt health - most of the medikits aren't in plain sight and not on the main route (although not particularly hidden), I wanted to encourage the player to explore a little bit, but I do agree that the map might be a little bit skimpy on health (although that only holds true if you don't find the secrets). Wrt monsters after blue key - you are most likely to have chaingun, super shotgun and rocket launcher by the time you pick up the blue key :) It should be sufficient to have 2 out of the 3 to deal with the oposition but even if you somehow end up finding the way to the blue key earlier than to these weapons, monsters are spawned in such way that it's still possible to escape and get at least the rocket launcher before engaging in the fight. If you can, could you tell me which weapons you had at that point and how much ammo? (and what skill level were you playing on) It's always hard to balance that if you have a bit of non-linearity, especially as some of the ammo is in the optional areas. Btw - the map has already been added to the archive so I updated the link.
  5. Hi all, I came back to mapping after a few years break and made a new map. Some basic info: Game: Doom 2. Format: limit-removing (tested in Crispy and ZDoom) Designed for classic gameplay. Please do NOT jump. Freelook is allowed but not recommended. Exploration is encouraged! Approximate play length: 30 minutes All difficulties are implemented. HAK3180 and Austinado playtested the preliminary version, I implemented some changes after watching their gameplay videos and decided to release the map today. Let me know how you like the map, if anyone fancies recording a demo or a video of the released version, I would be delighted to watch :) I uploaded the map to idgames archive but it will probably need some time to get indexed so I also uploaded it here for now: http://jaceknowak.net/storage/doom/hydrogen.zip I see that the map is already in the archives so you can also get it from there: https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hydrogen A screenshot to get the overall mood:
  6. jacnowak

    I'm Also Looking to Play and Record Your Maps 2

    Thanks for the video, I really enjoyed watching it and I'm really glad you had fun playing the map! I will have a go at adding a bit more detail here and there to improve the map visually. Really happy to see that the layout works. I will make a few tweaks after watching your video though :) Also, you found the megasphere quite early and I think it had (perhaps too) large impact on difficulty level. The level would be much harder much earlier on without it. Thanks again for playtesting and for all the feedback!
  7. jacnowak

    Give me your WADs - I WILL PLAY AND RECORD THEM.

    Thanks for your video! I'm really happy you enjoyed the map! Wrt light change - this was just for the trap (you run through a corridor, light switches off and imps start shooting at you). I added a trigger to switch light back to normal when you exit the corridor as I didn't want to leave the area permanently dark. But I can see it's confusing, it's also invalidating the trap as you can just backpedal to turn the light back on so I think I will remove it. Wrt plasma gun - Wow! - you managed to beat the map on UV without it! :D It wasn't supposed to be hidden. When you found the radiation suit I thought you will grab it and go explore the nukage - if you go forward where the cacodemon came from (27:07 in the video) the tunnel turns left and it leads you to an area with plasma gun. I'm just looking at the frame in your video and maybe it's not clear that there is something in there, there's also a barrel which obstructs the view partially. But you can also see the plasma gun in the window (a few times starting from 28:27 in the video). You probably didn't notice though as you were busy fighting monsters :) I think I will make this window bigger, perhaps without bars obstructing the view - that should make the player aware where the plasma is and prompt him to look for a way to get there. Thanks again for playtesting, I will use your feedback to improve the map!
  8. jacnowak

    I'm Also Looking to Play and Record Your Maps 2

    Hi @HAK3180 I decided to go back to mapping and that's what I came up with during the last 2 weeks: http://jaceknowak.net/storage/doom/hydrogen.wad It's a classic old-school map, a bit in E1 visual style. I wanted to make the encounters challenging but not frustrating. I did a lot of playtesting myself in an attempt to balance the map on all 3 skill levels... and the more I play it the less I can tell how easy or how hard it is... So I thought - maybe I can ask for some feedback? Some basic info: Game: Doom 2. Format: limit-removing (tested in Crispy and ZDoom) Designed for classic gameplay. Please do NOT jump. Freelook is allowed but not recommended. Exploration is encouraged! Approximate play length: 30 minutes All difficulties are implemented. I would be grateful if you give it a try and I appreciate any feedback!
  9. jacnowak

    Give me your WADs - I WILL PLAY AND RECORD THEM.

    So I decided to go back to mapping and that's what I came up with during the last 2 weeks: http://jaceknowak.net/storage/doom/hydrogen.wad I would be grateful if you could playtest this one. I did a lot of playtesting myself in an attempt to balance the map on all 3 skill levels... and the more I play it the less I can tell how easy or how hard it is... Feel free to pick either HMP or UV and I would appreciate any feedback on how it plays. Some basic info: Game: Doom 2. Format: limit-removing (tested in Crispy and ZDoom) Designed for classic gameplay. Please do NOT jump. Freelook is allowed but not recommended. Exploration is encouraged! Approximate play length: 30 minutes All difficulties are implemented. I hope you will enjoy it!
  10. jacnowak

    Give me your WADs - I WILL PLAY AND RECORD THEM.

    Thank you for playing, it was awesome to see you play! :) Particularly 6 years after making the map! I see that the map has a flaw with the rocket launcher :( It looks that you weren't the first person who missed it, it shows that playtesting by other people is really important. Rocket launcher is accessible at the very beginning of the map (in the first cave where you see it in the center) and it's not even marked as a secret! I think the main misconception I had is that people always play ZDoom with free look enabled. There is a narrow ledge which leads to a switch which creates a bridge to the island where rocket launcher is. I didn't realise that without freelook this ledge is not visible at all! I completely didn't take into account that the player will not grab the RL. I'm impressed that you completed the map without it :) I'm afraid that might not be possible on UV though... And I think, as you mentioned in your video, this resulted in long play time and decreased the fun - I could see that you got a bit frustrated near the end - I agree that shooting barons with a shotgun is not fun. Also near the end of the map, in the cave with BFG in the center, there was another "lack of free look" issue. You took an elevator that got you very high up and you didn't know where to go. You were supposed to look down, see the island with the BFG and "jump" (not using real jumping, just running) straight onto it :) (that one was marked as a secret, but only because that whole area was optional and it served only as a way to get the BFG - you were so close! ;) I need to take this freelook aspect into account when designing maps, it's true that freelook isn't default to Doom and I should have playtested the level without it. Thanks a lot for your feedback and time spent on the map - I'm really happy you enjoyed the map, even despite the rocket launcher issue. I will update the map to make the path to the rocket launcher evident. Also, your video inspired me to return to mapping, it's really motivating! Maybe you will still be around when I make a new map, I will send it your way for playtesting if you don't mind :)
  11. jacnowak

    Give me your WADs - I WILL PLAY AND RECORD THEM.

    A few years ago I made a few maps for Doom. Even longer time ago I made one level for Half-life. Recently, a bit by accident, I found a video on youtube with someone playing my Half-life map and it was really really cool for me to watch someone playing a level I created! So I did some googling and found a video with someone playing my Doom map (Arsenic) - it was also really fun to watch! Even though the map was quite basic it seemed that the player had fun playing it, which made me fell good :) And this inspired me to maybe go back to editing and create another WAD for Doom. But in the meantime I haven't found anyone playing my WAD I've put most effort into - "Mine filled with methane", so I thought, well, maybe you could have a go at it? It's a classic map, relatively large but no slaughterfest, it's pretty non-linear too. It would be really great to see how someone approaches it as it has a few ways to complete. Also, I would really appreciate feedback, I know the map is below the level of most modern maps, but I would be really grateful to hear what is ok and what could be better, and whether attempting to make another map makes sense :) Thanks!
  12. Hi, I'm looking for WADs with some interesting usages of Spiderdemon. I think the Spiderdemon is a difficult monster to properly place in a level and it's very rarely used. Do you guys have any examples of WADs with particularly interesting fights involving the Spiderdemon or other creative usages of this monster? Thanks Jacek
  13. jacnowak

    New wad - METHANE

    Thanks for your feedback! Glad you both enjoyed it :) I agree I should have provided more teleporters out of lava and/or more radsuits - lava basically surrounds the whole level so it's easy to get lost and die if you don't know where you are going. The idea is that you don't have to go there - there are just a couple of secrets and shortcuts but probably providing more radsuits or more ways out will make sense. I don't think the map is particularly skimpy on health and armour though - there is megasphere available quite early in the map. And there are medikits scattered around the level although not always in plain sight. I agree on UV it's more difficult than original Doom2 (although not as difficult as my previous maps) but that's on purpose - it's designed to be rather tough on UV but all skill levels are implemented and they vary in difficulty. All in all, thanks for playing, I'm really happy with positive feedback, in this case I will probably release some more maps in the future :)
  14. jacnowak

    New wad - METHANE

    Hi there, I'm back into mapping after more than a year of inactivity and just released a new wad - Methane. It is a relatively large map with classic gameplay set in a mine filled with methane and hellspawn. I've put a fair amount of effort into tweaking monster and ammo placement - let me know if it's fun to play for you, I appreciate any feedback! If anyone want to give it a try, it can be downloaded from here: http://jaceknowak.net/storage/methane.zip I uploaded it to idgames too but it will take some time until it gets indexed by Doomworld. It uses quite a few ZDoom features so requires ZDoom or GZDoom. Some screenshots to get the overall mood: http://jaceknowak.net/storage/methane_scr1.png http://jaceknowak.net/storage/methane_scr2.png http://jaceknowak.net/storage/methane_scr3.png http://jaceknowak.net/storage/methane_scr4.png Enjoy! Jacek
  15. Hi, I'm making a level for DOOMII. I don't like music from MAP01 so I would like to use music from another level. From what I found the only possible solution (I want to be compatible with any source port) is to extract the music from the desired level, rename it to D_RUNNIN and add to PWAD. And if I do it this way I will end up distributing copyrighted content (made by ID Software) along with my map. Question 1 - is it legal? Question 2 - will such wad be accepted at idgames archive? Question 3 - is there another way to change music to music from another level and be compatible with all source ports/vanilla doom? Bonus question 4 - can I add music from The Ultimate Doom to Doom II PWAD? (this looks even more problematic) Sorry that my question is probably very easy but surprisingly I couldn't find any answer using the search function. Thanks, Jacek
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