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Paar

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About Paar

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    Green Marine
  1. Paar

    [WIP] Eviternity - A Boom Format Megawad

    Wouldn't that be the exact opposite of what he tries to achieve? I mean something that is of quality?
  2. Paar

    [WIP] Eviternity - A Boom Format Megawad

    Too bad I won't be home on Monday to play this. Cannot wait.
  3. Paar

    [WIP] Eviternity - A Boom Format Megawad

    Yeah, that was my guess too before it was confirmed by Dragonfly. It looks pretty neat. I'm sure it won't be problem when using PrBoom+ or GZDoom for that matter. Could be problem in DOSBox using MBF source port but it shouldn't be played that way anyway. I must say that this mapset has other neat tricks that impressed me considering it's in Boom format (cleaver usage of Transfer_Height and so on).
  4. Paar

    Why is the modding community so extremely small?

    It's harder and harder to make mods for new games as they get more and more complex. That's why there is so much content for Doom, it's rather "easy" to create something for it that could be considered good. I would say the easiness of modding for FPS games ended with Quake 1/Quake 2 era, maybe Quake 3. With games after that, you would need to spend insane amount of time creating a quality mod. It's understandable that not many people are willing to do it.
  5. Paar

    [WIP] Eviternity - A Boom Format Megawad

    Fortunately, MBF works under DOS too. I just cannot resist the idea of playing something this detailed in such an outdated environment. It will probably be unplayable but who knows, I could be surprised. That doesn't mean I will play through all of the pack. Just to try a level or two.
  6. Paar

    [WIP] Eviternity - A Boom Format Megawad

    Probably will not notice anything in GZDoom, especially with OpenGL renderer. PrBoomPlus could struggle but I'm sure it will not be a big of a deal. It could be interesting to test the map pack in DOSBox with Boom source port.
  7. Paar

    [WIP] Eviternity - A Boom Format Megawad

    Looks impressive. Hope it will not induce a performance dip on high resolutions.
  8. Paar

    [WIP] Eviternity - A Boom Format Megawad

    There are some screens which show slopes even though all maps should be Boom format. Are those achieved by breaking a sector to many minisectors?
  9. Well, that often happens to me too, an idea that doesn't work as I would like. That's why I usually make a prototype to see if the idea looks good or is even possible in 2.D engine such as Doom. I'm not talking about your level, just generally about my mapping process. I had to ditch several "good ideas" just because they weren't possible unless using true 3D engine. However the motivation is still there because you can make truly beautiful level full of interactivity even with these compromises. One could say that I like the simplicity and challenge a Doom engine provides (be it the original or source port). If I were you I wouldn't change the map pack very much. It is a product of a time. Instead I would focus on a new project, be it only one map, and try to experiment a little. That is if you're interested in making other maps. I will definitely finish the pack this week and give you a feedback on the rest of the levels.
  10. There is no map I really disliked. I would have to play the pack again to pinpoint specific locations but if I recall correctly the outside area in "The City" struck me as very squarish. Or almost all corridors in the second level.
  11. Don't get me wrong, I think your map set is fun and I would recommend it. It has certain Minecraft vibe and I liked it. Maybe you could focus on it in the future and make everything square, it could be interesting. About details in a map or rather lack of them... It is more visible when using high resolution source port like GZDoom. I'm sure it's not as visible in let's say Crispy Heretic. I think your maps are detailed enough so I wouldn't worry about it too much. However when developing Doom, John Romero's motto was "if it could be done in Wolf3D, than you're doing it wrong". That's why it's better to avoid angular corridors and make them more zig zaggy. That's the weakest point of your maps, they're often just squares and rectangles. It would help if you at least cut the corners and make them more round. That's my opinion.
  12. I have played five maps of your pack. I must say that this is a weird project. I don't know if I have to take it seriously or not as there are some jokes as inverted screen title or racoon on the intermission screen. The levels themselves are alright. I'm not gonna lie - today standards are higher regarding how much details a map should have. Of course it's only up to you to choose a style of your own. There are just so many angular corridors for my taste. There were times when it looked like a Wolf3D mod rather than modern Doom engine game. I assume that was intentional. Every level has a distinct theme which is nice. There are interesting moments, like seeing a faraway ship in the first level or a tall green castle in level 4 or 5 (I don't remember exactly which it was). Played on medium difficulty and it was well balanced except for a few occasions (e.g. disciple ambush in the second level). The new music wasn't exactly in a spirit of the original game but songs where okay and relaxing. They set the mood.
  13. I have updated the link with newer version of the map. If you downloaded the previous version and haven't played it yet I suggest downloading the new one. Changes: Fixed a ton of misaligned textures A little easier beginning with fewer monsters and more options how to kill them Minor changes to monster placements More details in some areas
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