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About Scotty

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  1. I appreciate the kind things people have had to say about Haste. I must say it started off as a bit of fun, just making some small maps people can blast through, nothing mega serious or high effort. Most of my maps were made in 3-4 hours (going crazy with map12 detailing creating the exception for me). I guess the combination of cacoward + some of the names involved inevitably lead to high expectations; this thread has made me reflect a bit on that side of things. Perhaps just anonymously dumping things on idgames is the way :D I am also finding that the community desire to rank and compare maps and mappers is something that i do not personally enjoy being the subject of anymore as it can be bad for mental health, yet i am comfortable with my ability and output. EDIT - i just want to add that its cool that both Haste and MSCP have given attention to this genre of compact slaughter maps, they have been something i have enjoyed for years since playing Scythe for the first time (especially maps 24 and 26). So if these wads inspire more maps in this vein, then i look forward to playing them. For some 'bonus' Haste content, the following maps were originally made for it: Occula map01 Event Horizon maps 31&32 What even is this post. Who says what i do and do not like? If i expressed my true disdain for this nonsense i'd probably get banned.
  2. Scotty

    Nensha - single boom map (now on idgames!)

    Blind demo and some screens of noted texture/flat oddities attached. Cool map. Musings: - nice theme, i like tech/ruins mashup type settings - the start was quite obnoxious with lots of hitscan and limited health and armour, then the map felt like it calmed down considerably past a certain point - i liked the main area and its multi-tiered recycling of playing spaces (also liked the way you did this in 1k3 map07) - long range hitscan can go back to TNT please - i think i found a possible skip where you don't actually need to collect the blue key? you can see it in the demo. i don't think it is consequential, but notable nonetheless - despite the large scope and monster count (relatively speaking), this was pretty breezy going. come the end i wasn't ready for it to be quite over at that point! sco-nensha.zip
  3. Scotty

    TNT 2: Devilution (Third beta released)

    *dies of old age*
  4. Secrets that reward inquisitive parkour/exploration of non-obvious progression options. There are numerous examples of this out there but typically i can't think of many offhand. It is something i associate with Ribbiks a lot though, particularly Stardate 20x7. In Fractured Worlds map31 i actually added a random secret cell pack at the eleventh hour just because i saw someone (Daerik?) make an interesting jump on stream. I also like secret areas that are expansive map areas (as opposed to some closet with a soulsphere or whatever), Miasma being a glowing example of this. Puzzle secrets are cool, even though i dislike puzzle wads. I think this is because there is usually a reward for a secret puzzle in otherwise standard maps. I really enjoyed this in TNT Revilution's map16.
  5. Scotty

    Known lost WADs of our history?

    Dark Plutonia by death-destiny. Had screenshots of all 32 maps. Sadly i don't think this one will ever surface.
  6. Scotty

    The 10x10 Project -cl9 [/idgames]

    Played this (RC1) having been recommended it by some guy called Ribbiks. Phenomenal wad from start to end, bravo. I personally think this is easily cacoward worthy. One thing i always admired in the original Sunder was the use of stock textures and going absolutely ham with detailing to create these trippy abstract themes and visuals, something that this wad has in droves. I think you also did a great job of pitching texture 'noise' in these maps correctly, adding to the visual appeal of the detailing without going into clusterfuck territory. The 10 texture and flat limit is a really nice balance and arguably just a good rule of thumb in the first place, giving concise and coherent theming in each map without feeling like an arbitrary limit (some community projects have fallen foul of that). Combat wise this was right up my alley in terms of design and difficulty; good monster usage, lots of variation and i am glad that it wasn't (for the most part) completely ball busting, smashing through everything was super fun. The only fight i got really clapped by was the secret yellow key one in map 7, and weirdly that was probably the only fight i took issue with (ie hope the viles don't troll you, then hella circlestrafing cleanup if they don't? maybe i missed the correct strategy). A custom hud might be the cherry on top here, if that is something you are interested in then hit me up, i'd love to contribute one.
  7. Scotty

    Cydonia [/idgames]

    If you (somehow, without a red key) got into the area that causes that door to lock in the first place, then you should be able to access the yellow key progression to leave... i can't see how this door can softlock someone.
  8. They are really sparsely used there, from memory only in the exit room of map16 then in the IOS head (which you can hardly see it in anyway)!
  9. "Only wads like Abandon and Sunder inspire a similar degree of awe in me, and this one has the advantage of being actually playable for the average Doomer lol."


    Abandon will have skill settings really soon, so i hope you check it out when that arrives and let us know how it goes, we definitely want at least HNTR to be very accessible!

  10. Hey, this is now on idgames. Enjoy! Gazebo will update the OP whenever he is online again. That was for co-op, which never actually got implemented and i just forgot to delete it. You shouldn't even see that without noclip in singleplayer anyway ;)
  11. Scotty

    Cydonia [/idgames]

    Now on idgames - enjoy!
  12. Scotty

    Silver Edge (Two Boom maps, /idgames)

    Nice chill map, kinda like Vrack meets Abyssion. Got some minor bugs for ya.
  13. For the map04 secret: I checked in GZ for myself and cannot establish any broken teleporters... are you referring to the one that allows you to leave the blue key area?
  14. Scotty

    Cydonia [/idgames]

    Hey, RC3 is posted. I have addressed all the bugs above (except the map31 'softlock' cause i figure that is voluntary), i also added some extra co-op only armour and the odd soulsphere to every map given what i saw in TNS, i expected it to be a bit breezier than it was. Thanks again. I have also changed the megaarmour to a megasphere at the start of map20 because i felt as though it needed it. I will idgames this in a few days barring any last minute dramas (same applies for Haste, while i am here).