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Scotty

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Everything posted by Scotty

  1. Is there any potential for adding extra sky textures to the pack so we can use sky transfers in our maps, or do you want to keep it simple Crunchynut?
  2. Neat choices this month, count me in. Played one of the THT betas up til Map 8 and had fun, i look forward to seeing what lies beyond. I'm a big fan of NRFTL as well so this is a good excuse to replay it. Regarding THT, i am only really familiar with Ty Halderman's TNT work with regards to mapping, although MAP09 and MAP13 from TNT are two of the best in that pack in my view. I did play a bit of Icarus, but it was many many years ago now, perhaps in 2000/01 or thereabouts when i first got into Doom properly. Therefore i expect i'll miss some references/tributes here, sadly. For THT i'll undertake a casual, continuous HMP playthough cause i don't know most of the maps; for NRFTL i'll go to UV. One thing i like off the bat is the HUD of THT, looks sweet. Better get caught up anyway: MAP01 "Eirene" - Chris Hansen A snappy enough opener, very short and linear so hard to find much to say - just run through and blast the bad guys away - although that isn't a dig against the map as classic style opening maps tend to be this way and this one was fun enough. I did like the yellow key courtyard. The HK at the end felt unnecessarily tanky for the map. MAP02 "Rockage" - joe-ilya & Chris Hansen The opening skirmish is fun with a variety of enemies being available for battle immediately. I also liked the red key 'trolling' as it provided a general direction goal to go and actually grab the key. The Imp cages were very odd though, almost pointless as the enemies can be blown away before they are a threat. I liked how the water area opened up and changed the dynamic of the area, it helped spice up an otherwise flat map in terms of geometry. The Lost Soul in the final room was... anticlimactic. The one thing i found odd in this level was the midi used - it seemed unnecessarily sombre and really did not match the atmosphere of the map itself. MAP03 "Chemical Facility" - Paul Corfiatis Managed 100% kills and secrets here (getting the automap secret was a great aid finding all of them). I really, really enjoyed this one. It felt like this map could have been straight out of Evilution episode 1 and that is a very good thing - a techbase overrun with lower tier gunners combined with a handful of stronger enemies in the right places is always good fun in my book. Nice map looping and traps too. My only gripe was the picking off off imps in the boxy area. MAP04 "Manly Hatred" - Chris Hansen 100% kills, 6/7 secrets. Picks up where Map 3 left off with more fun low/mid tier combos and here the architecture provides some excellent variation with a secret backdoor to the main hub of the map - taking this route makes the initial main area fight different from the conventional approach, which i appreciate more on the second run through this level. Some Boom specific trickery on display here, which is nice to see although doesn't affect how the map plays outside of the initial approach to the main area. Really solid, fun map with some good exploration aspects present regarding the secrets. Odd midi again though, in my humble opinion. The two maps it referenced (ie TNT 16/20) weren't really the same style as this map. _______________ So far it's exactly as i recalled from before - the mapset goes up the gears after a solid, if unremarkable beginning. Good stuff.
  3. That actually works really nicely within the spirit of the project. Also Christoph Waltz is awesome.
  4. Got caught on the wall and bottled it.
  5. Behemoth - Alpha 2 Death is the easy way out. http://www.mediafire.com/file/oi0oqrb57r0k10z/behemoth.wad Previews of new areas: 666 enemies. Tested in GZDoom and GLBoom+. I have taken some risks with this to do something different, and hopefully memorable. Difficulty settings are not fully implemented yet especially in the optional extra areas so please bear that in mind. The extra areas are intended to be tough and might have to be nerfed later as it'll be episode 1 so for now enjoy the full fat version of the map as i have intended. Still not completely 100% on the music (changed from previous alpha) - any suitable suggestions welcome. I will do more work on this map but for now this should showcase everything sufficiently. This is the result of months of hard work and a huge learning curve for my mapping so please enjoy, let me know what you think, good or bad, because i still have a lot to learn.
  6. Can anyone help me? I employed some Boom tricks i have seen used in other wads, notably using action 253 'Scroll Floor, Move Things'... when i test in zDoom based ports the actions work, but they didn't when i just had a look at the map in GLBoom+ and i'm not sure why (ie nothing happens, no enemy teleports or player start triggers). I have the GZDB game config set to Boom: Doom 2 (Doom format) and i'm assuming that is correct as really this is the first problem i've come across with boom-specific triggers, as i used one earlier in the map seemingly without issue. It would be nice to get the map 'complete' before the next deadline so any help is really appreciated :) EDIT - complevel settings were wrong, duh... please disregard.
  7. I figure might be cool if any double entries that may or may not happen were collabs either with existing mappers or including a past NOVA mapper? Could encourage some interesting new ideas (and raise the quality of the mapset?). Latest from me... nearly, nearly there after so much god damn effort. Hope it is worth it. I put everything i have into this map.
  8. Scotty

    Favorite enemy?

    Arch-viles. They are revolutionary genius with their attack pattern and resurrection ability - whoever designed the mechanics behind them is commendable (anyone know who this was, out of interest?). I'm also a big fan of the Mancubus as it is an incredibly versatile opponent. I think enemy design is the main area where Doom 2 excelled over the original.
  9. Scotty

    TNT: Resistance - Released!

    I did map out the basic layout and architecture so far (inevitably subject to change) but it's still very early days so no point showing any in game shots yet. I always liked the first half of TNT best so expect general influence from the maps in that portion of the wad.
  10. Significant update for Map08, SSG added, revised enemy placement, ammo balance much closer, and some minor re-texturing done. The map plays much better now imo and i have utilised the new enemies properly - the turbo-caco is actually awesome! https://www.dropbox.com/s/ordj9mgn9p9nmfh/Cereal%20-%20Gamma%20Control.wad?dl=0 I also tightened up Map11 to a point that i'm quite happy with: https://www.dropbox.com/s/iyex27i6r0yf2qe/Cereal%20-%20Forsaken%20Caverns.wad?dl=0 Any thoughts welcome :)
  11. Scotty

    The Doom Confessional Booth

    But that is Twitch for you, i don't think you could expect much different given the disposable nature of the platform. If you want prepared playthroughs with some insight in commmentary you are probably better off finding a good letsplayer on YouTube, although even then there aren't many hardcore Doomers that offer that kind of content outside of the official stuff. However in my experience you can get good written opinion on a lot of major stuff in the DWMegaWad Club threads.
  12. Does this one work? https://www.dropbox.com/s/3z53wlazjtxhei4/scotty-D2RM17-RC2.wad?dl=0 If still not, here's a mediafire link instead, hopefully this one is ok: http://www.mediafire.com/download/v4qwc5jnsb2xcus/scotty-D2RM17-RC2.wad
  13. Hmm... you must have been on a really old version of the map (those problems were sorted ages ago now, haha) - check out the latest version (non-standard music added too since RC1). Can whoever is compiling things please add this version to the main/demo wad? https://www.dropbox.com/home/Doom%20stuff?preview=scotty-D2RM17-RC2.wad
  14. I only really did some small detailing on map30, not sure that is worth crediting as ToS did most of the work! Chasm latest; i have finally found the inspiration with this level! Will keep plugging at it at least until Gangrel finishes on map15. Trying to ditch the techbase feel of some extra areas in the original *as suggested!) and replace them with textures that better represent a large, old, forgotten area of hell. Pretty pleased with the latest area (3rd image), i've been working on using lighting effectively to create atmosphere and will continue to use that in this level.
  15. Map 13 is solid as always. I really liked the opening as there are a whole load of ways to approach it. I think my only comment would be the spacing of health, perhaps the berserk secret could be accessible after the initial onslaught as i was screaming for it then - by the time it is accessible, so is the soulsphere and so it feels less useful. You could even simply swap the blue armour and the berserk and it'd work just fine with the map flow - the punches would be useful early on - more so than the chainsaw, which seemed a bit pointless to me. I'll review my maps and upgrade the ammo as suggested earlier by Seele00. I think i may try and improve the looks as well, cause i feel as though my maps look a touch inferior to everything else in this project so far.
  16. I did do some more work on Map24 since that first version i sent, and i added new music but i think the final area needs completely redoing and everywhere else needs tweaks. Want me to send over where i got to or can i do some more with the map first?
  17. Scotty

    TNT: Resistance - Released!

    Can I have a go at map06?
  18. "Panoramic" view of one of the areas i've added since the last alpha release. Got one more area i want to add before i officially submit the update.
  19. Scotty

    The DWIronman League dies to: Nilla Doom

    Hope i got the settings right, i don't use Boom at all normally (also explains the rubbish aim and odd mouse movements - can't seem to get the same feeling as zDoom). Will probably set up for streaming and do it that way next time... http://www.mediafire.com/download/3ecsn30uskbf222/NillaScotty.lmp Good fun though, made a nice change from my usual playing 'style' of attempting to get 100% kills and secrets. I'll definitely be saving this wad to play properly at a later date, the only other Use3D stuff i have knowingly played was in CC1 and those maps were awesome.
  20. Amusingly the first room i went into was the spider room (a nice reimagining on the original) yet somehow survived with 2 arachnotrons taking out the mastermind on their own... I think you were incredibly generous in this map (as you seem to already know) with easily found, powerful secrets. The megasphere in the PR room was obvious and i think the other megasphere and soulsphere were too close together (ie only one would have been fine). Generally some nice set plays although i feel the map was basic compared to the original and could do with more detailing and layout work in some areas. I know it's a beta but here's some of my thoughts. Overall, a map with fantastic potential, a great layout and good fun to explore, good job. I just spent 45 minutes running around the level trying to find everything and did manage the secret exit (which was nicely done) but only got 70% secrets. At first i missed the rocket launcher, PR AND BFG (which i don't think was really useful for this map per se, a cell pack to use with the PR would have been just fine), so yeah i had a tougher time with it. Regardless here's my suggestions for areas that might be improved: Start is rough as hell with all the gunners... a chaingun pickup earlier on would be fun as you could go on the offensive a bit more. Maybe an invisibility secret would be good, assuming i didn't miss one! The RK room trap was easily cheesable and i basically could easily ignore the PEs and Cacos there, was there a monster blocking line at the room entrance? Texture Alignment needs sorting in numerous areas. The BFG teleporter itself is tagged as secret and i only triggered it by accident when noclipping around. The regular Exit area was just annoying for me, TNT levels of bullshit there - no real cover or visibility combined with gunners and revs... if you fix one thing please let it be this area.
  21. Well, ok i'll find something. Either way i'd rather sort the music out myself as i think it's such an important part of the atmosphere of a map...
  22. I didn't realise custom music was compulsory but if so i'll find something suitable myself no worries :)
  23. Yeah, well it'd take a ton of work on my end. I doubt it takes 45 minutes to download some things but i am guessing it'd take longer than that for me to compile something.
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