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Scotty

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  1. Scotty

    MAYhem 2018 - Purple Version!

    @AD_79 / @Obsidian whenever the texture pack is getting updated, could these textures and flats be put in as well please. Sources are CC4tex/Zoon/UAC Ultra, sky is by Mechadon. Some animated stuff in there, btw. Cheers!
  2. Scotty

    MAYhem 2018 - Purple Version!

    This felt a little confused to me. The size and layout suggests something quite arcadey and fast paced, but the generally low amount of health lent itself to a more oppressive feel. You could go either way - have a low number of powerful enemies and limited resources that put the player on their back foot, or use more lower tier monsters and push the pace up. I liked the pair of Immolators that basically stalked me through the main area while i chipped away at them, and the Plutonia-esque red key middle finger of a trap with the Plasma marines. I must say i felt the area past the teleporters is incredibly basic, almost just a plain square room, and i know you are capable of more interesting mapping than that.
  3. Scotty

    MAYhem 2018 - Purple Version!

    When are the extra textures going to be available? It's kinda slowing down the mapping now (for me at least) and this half of the project is already lagging way behind the other half. Also, i'm getting a corrupted file error on the resource zip linked in the OP.
  4. Scotty

    MAYhem 2018 - Orange Version!

    Ballistic Skill levels implemented, automap cleaned up. Thanks to those who tested the map, i really appreciate it. Have fun!!
  5. *makes regular wad with a slaughtermap in slot 01 to weed out all the whiners*
  6. Scotty

    Ultimate Doom In Name Only - Limit removing project

    This is my ongoing problem:
  7. Scotty

    The DWmegawad Club plays: Super Mayhem 17

    Maybe one day I'll get around to it, but I have way too many other projects to work on in the interim....
  8. Scotty

    The DWmegawad Club plays: Super Mayhem 17

    I didn't really account for it no, but if people want to go out of their way to not have the pickups then so be it :P Thanks for recording the demo btw! I meant to ask who recorded it (wasn't aware of its existence until recently)..
  9. Scotty

    The DWmegawad Club plays: Super Mayhem 17

    A little author commentary for Rainbow Road, if anyone cares. This project seemed like the ideal platform to try something really experimental and out there. Once i looked through the texture pack i thought that it might be different if i basically ignored the texture pack and tried to do a map based on SMK rather than the traditional grassy or castle environments of the sidescroller games. Of course, Rainbow Road is the iconic SMK circuit. The next part was the biggest hurdle and that was trying to convert the environment of this floating void race course into something that would work in Doom. I had this idea to completely abuse action 242 fake floors and spent ages examining Ancient Aliens and Sunlust, as some of the trickery used there would work in creating the environment i wanted to here (ie spam sky textures everywhere to give the illusion that all the playing spaces here were simply floating in the space). I spent ages poking around in the editor trying to understand how these actions worked, having not used them before, and there was a lot of experimenting with Boom 242 actions before i got anywhere with building the environment. Even then it was hellish trying to build the map, because how things look the the editor is completely different to how they are in game! I found an old screenshot i took of GZDB when i was making this, and as you can see it's just a complete fucking mess in there: Gameplay wise, naturally i couldn't just have players running laps, that would suck. Given the environmental structure of the map i was architecturally somewhat limited and so elected to keep things really simple, just a bunch of setups on each island that the player can blast their way through, rather than an intricate, morphing map layout. Technically, this map was a nightmare because of tagging everything and making the fake floors work properly - this also meant that nearly every enemy had to be teleported in from individual closets as you enter a new area. The initial zip where you get the weapons was a homage to item pickups in SMK, as you run over '?' blocks there - perhaps too quickly for it to be obvious - which gift you the items (used an old trick from a Plutonia map there ;) ). If i ever remade this map it'd be far more sprawling and open, more similar to how Rainbow Road is in SMK64 - this project had map size limits - i'd implement some crushing Thwomps as a further homage to the SMK circuit, and use some music changing trickery to simulate that last lap music tempo increase you get in the games (i really wish i'd thought of this at the time!). Trivia - i actually started working on a map inspired by the Mario Circuits from SMK but there just wasn't time for it. So, yeah. This map was a pain in the ass to make but i was super inspired during the process, so hopefully that all paid off. This project was really cool to work on and i think it acted as a great catalyst for creativity from everyone involved, i think it turned out fantastically well.
  10. Scotty

    Post Your Doom Picture (Part 2)

    UDiNO E2M8 (wip) (PS fuck the lack of rock textures in doom.wad!)
  11. Scotty

    Ultimate Doom In Name Only - Limit removing project

    Might have e2m8 ready quite soon (maybe this week if I get my shit together). E3m7 will be a while longer cause I have had several false starts with it but I think it should be worth the wait...
  12. Scotty

    Post Your Doom Picture (Part 2)

    Another vanilla Plutonia preview following on from this and this.
  13. Scotty

    Impromptu Minidido (Project Thread)

    Hmmm... was still mulling over ways to get rid of camping style strats for that Mastermind fight in my area. Perhaps making the Revs also rez-able is the most simple way to do it seeing as there isn't space for another bank of imps on the opposite side.
  14. Scotty

    Impromptu Minidido (Project Thread)

    I would like to modify one of the fights in my area if possible...?
  15. Scotty

    Port Glacia - now on /idgames!

    Am i right in thinking this is a Boom format map? It looks that way from the editor, but i get an I_SignalHandler error if i try to load it in Boom.
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