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Everything posted by Kore
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Plutonia Revisited: Community Project 2 (Boom-compatible)- Final Version Released! **IDGAMES LINK UP**
Kore replied to Joshy's topic in Community Projects
I'll make a quick one -
Nice levels, considering they're your first. And I mean it. Wolfenstein maps get called good a bit too often. However, I can tell it's made by a beginner. The texturing needs some work. I can tell there was a lot of effort put into it. The second map is massive. The filesize is very bloated though. Did you add uncompressed wavs as music?
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What's the hardest part of making a map for you?
Kore replied to BrassKnight's topic in Doom General Discussion
Having people play it -
Map format in doombuilder, the very first option. If you want to use zdoom features pick udmf, otherwise doom format.
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I see. That's some obscure progression.
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I got stuck in the starting room. I could only action the shotgun lift. What are you supposed to do?
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Not much to see. Kinda on the low side for first maps.
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Is it "Vanilla compliant" to look up and down with those arrow buttons?
Kore replied to Kute's topic in Doom General Discussion
Looking up and down allows you to hit some monsters that you wouldn't be able to otherwise. Particularly monsters far away, because autoaim stops working at certain range. There's also the issue with autoaim forcing you to hit the closest monster. You'll notice it when you try to hit a monster on a ledge but there's another monster below in front. Yeah, it's not that big of a deal like jumping is, but it's still an advantage, and it can trivialize some things. -
Is it "Vanilla compliant" to look up and down with those arrow buttons?
Kore replied to Kute's topic in Doom General Discussion
The view goes up and down a little when you shoot guns in doom64. Although you can't freelook because it breaks certain effects. I thought this thread was going to be about lack of autoaim/freelook being the same as allowing jump in doom maps. -
This is a somewhat large map. It takes around 30 minutes to complete. It's fairly non-linear, so you don't have to pick up all the keys. There are different skill levels but they mostly change the amount of ammo and health. The map uses custom transmaps and colormaps, so it's best played in a port that supports these, like eternity or prboom+, but it's not required. There are some slight dehacked edits, beware. The sky texture belongs to Fuzzball. Tested in prboom+, eternity and zdoom. rooms.zip
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I noticed that a sector got untagged somehow. It's a bit harder to backtrack without it. Here's a fixed version rooms.zip
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What are some common mistakes that just completely spoil a map?
Kore replied to Ashurion Neonix's topic in Doom General Discussion
I really hate when "details" get in the way of movement. Bumping into metal supports when fighting monsters in close quarters is maddening. -
The texturing is very chaotic and most areas tend to be cramped. There are some places where you forgot to add textures. In map02 you'll get soft locked if you fall off the lift near the end. Also, that button shouldn't be repeatable. I was surprised to see new monsters, but I don't know what they do since they died so quickly. Overall I rate it a 2/10, which is not the worst rating.
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Not your usual doom map. Took me about 12 minutes. Since the monster placement is so sparse, you can get away with killing very little monster. But it'd end up like a slaughterfest otherwise, I guess. The part with the imps at the end was great though.
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UAC Earth Base 2: Wrong Teleporter
Kore replied to BrassKnight's topic in Map Releases & Development
MAP01 was quite short, or maybe there were a lot of optional areas that I skipped. The second map was way harder than the first. I died a couple of times because I didn't expect the difficulty spike. I don't know if I missed weapons but I had a shotgun and the pistol for almost the whole map. Had to pick up the chaingun from an enemy at the very end. MAP03 was just a surprise and I didn't try the secret level. -
the doom community is not the same anymore.
Kore replied to haruko haruhara's topic in Doom General Discussion
Yeah, I agree, but for a totally different reason, which I won't mention. People not caring about old stuff is the most normal thing. People would get tired of playing the same stuff over and over gain. -
Super Gantlet! An actually difficult wad.
Kore replied to AtticTelephone's topic in Map Releases & Development
ZDoom can records demos. I don't see what's the issue. -
Super Gantlet! An actually difficult wad.
Kore replied to AtticTelephone's topic in Map Releases & Development
Yeah, it's difficult, but it's mostly because of the end. The health is tight, but it wasn't too much of an issue. The hell knights were nice to me. As you said, the end is pretty much praying for good RNG. Not sure how to approach it, but I don't want to bother figuring it out. You can skip two archviles if you hug the wall so they don't see you. -
What are some common mistakes that just completely spoil a map?
Kore replied to Ashurion Neonix's topic in Doom General Discussion
unavoidable hazards, especially when you're low on health -
Am i the only one who finds Doom's palette extremely appealing?
Kore replied to MattFright's topic in Doom General Discussion
I prefer playing with the palette on, but I don't think it's perfect. It can be moody but it also can be very ugly. I particularly dislike how dark red turns into brownish green. It's very noticeable on blood. Speaking of that, I think the colormap is just as important as the palette, but I don't think most people bother messing with those. I'd love to see more palette mods. -
HOM is a visual glitch. Search for hall of mirrors effect. Since it's a ZDoom map, you can add a script that removes player ammo. I haven't touched ACS in a decade, so don't ask me about it.
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Vacated Permises (A lonely Doom II map, might remind you of Ultimate Doom)
Kore replied to we're closed's topic in Map Releases & Development
It's strange you didn't bother adding screenshots when you added so much eyecandy. Yeah, it definitely gave me doom 1 vibes. I even thought you weren't going to give the SSG away. I expected some kind of showdown at the end. I was surprised when the map ended so suddenly. It's a good map. No complaints. -
It suffers from some typical beginner mistakes. There are some misaligned textures, and there's a HOM in the beginning. It doesn't show on opengl but it seems the sector is badly built. However, it doesn't look too bad. There are some parts that are bit tedious that don't offer much challenge like the crusher with the revenants, the labyrinth with the stealth monsters and the imps at the beginning. I get it's to make your run out of ammo, but there has to be a better way to go about it. I liked how creative it was at times, though. Like that cryptic part to make the blue key appear and the fake exit.
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How do mappers actually "come up" with the environments they create?
Kore replied to maxmanium's topic in Doom General Discussion
It's an iterative process. I place some sectors and add a few monsters without too much though. I get more ideas as I play the map, stuff like "It'd be fun if I got attacked from there". Then I go back and and keep adding and modifying stuff until I feel it's done. You don't need to start with a good and detailed layout right away. Actually, starting with weird looking stuff gets the creative juices flowing more easily. Do crazy stuff and see if it works or not. -
nota tengo una idea que es un remake de los mapas de doom tnt pultona y cisas master leveles
Kore replied to mariano's topic in WAD Discussion
se nota