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Scotty

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Everything posted by Scotty

  1. Stock textures only is very limiting, but still here's a few recommendations: ConC.E.R.Ned Nilla Doom The Eye Emergent (warning - difficult) Erik Alm X-Treme (warning - incredibly difficult)
  2. Scotty

    Ultimate Doom "In Name Only" - On IDgames

    Just as a public statement of intent - at some point soon (next year?) i would like to run Plutonia in Name Only.
  3. @Redneckerz My Bethesda username and page: Scotty_Doom More coming soon including Haste (having some problems uploading this though). Cheers!
  4. I would just like to publicly state my intentions of running "Plutonia in Name Only" at some point in the near-ish future (probably after Plutonia 3 is released).

     

    :)

    1. Benjogami

      Benjogami

      I haven't been mapping much, but that sounds fun, sign me up.

    2. taviow

      taviow

      Hi scotty, I would like to formalize my interest as well. Whether vanilla or limit removing, I'd be happy to contribute to a project such as this. If I am needed, just let me know :)

  5. Scotty

    What are the best Sunder maps

    My top picks: Map02 - love the rev horde at the end that pushes you back through the map. A trailblazer for bitesize slaughter maps that have become more common since. Map05 - a masterclass in conceptual vision and execution. Map07 - peak gauntlet style slaughter gameplay, in the context of a single map experience the combat scaling is perfect and for me this map has endless replay value. Map11 - THE Sunder map. Map13/14 - these maps have incredible sense of place and capture my imagination in feeling like they could be alien planets of some kind.
  6. Really nice maps for a newbie, i don't like to nitpick if they are your first efforts and are obviously still learning. The combat flow in these maps is pretty solid, some entertaining traps and setpieces in here too. My only really point of note is that i felt like i was often getting a key, then having to backtrack halfway across an empty map to use it, sometimes getting lost on the way. Recorded blind demos when i played each map, attached below. Sometimes watching someone else play is more useful than a wall of text. Keep making maps! sco-scrm-demos.zip
  7. I loved this little touch, it was the cherry on top of a great wad. Thanks for making Overboard, it was the most fun i have had with Doom in ages!

     

    doom01.png.0d68ca640aace158def5aff79962b4f8.png

  8. Scotty

    [Limit-Removing] Shevirah (on /idgames)

    Whew what an absolute monster of a map. I feel like these gargantuan adventure-slaughter maps are super rare these days to find so i appreciate this map a lot. I applaud your tasteful use of the extra enemies, people are often too heavy handed with them. Generally a really nice difficulty and scale ramp through the map as well. My only real comment is that i thought the fight below was definitely more difficult than anything else in the map, even the final fight. I had to deal with the second wave with like 110/0 health and armour and more or less reality that section, shit was no joke. Was like being in Sunder for a brief moment :D
  9. Been pimping up a 6 year old map this week, for Ultimate Doom in Name Only! It needed it...

    doom04.png

     

    @cannonball @dobu gabu maru

    1. dobu gabu maru

      dobu gabu maru

      Awww yeah nothing like updating maps that are over half a decade old and then praying the set comes out so you won't have to do it again half a decade later!!!

    2. cannonball

      cannonball

      Fingers crossed that this should be done in five months, let alone another five years. Hope to see the finalised Tower of Babel in the near future.

    3. Scotty

      Scotty

      Just gotta find an hour for finishing touches and do skill settings, then it is ready :)

  10. Scotty

    Spectres in Pits

    Was always one of my pet peeves with some of the original maps. Completely nonsensical monster placement.
  11. I am very keen to get some new maps together to give some real impetus to the Cereal Killer reboot - i have 4 or 5 close to being done, here is one of them.

     

    8pJEOIz.png

  12. Scotty

    Opening Shots

    Opening shots are one of my favourite Doom mapping things. (20x7 is the best wad for opening shots imo)
  13. A have been looking at making some tweaks to the dehacked enemies present in this wad for the 're-release' or whatever you want to call it. The changes will be mere tweaks to try and give the dehacked enemies more unique roles from stock monsters rather than a complete overhaul, and should therefore hopefully avoid destroying ammo balance and whatnot in existing maps. The changes i am working on are giving regular Cacos the standard HK attacks, thus freeing up the caco fireball so i can change Barons to something more akin from the Pyro Knight from Valiant (and giving the grey Cacos the same pyro type attack). I am wondering if this creates any objections from mappers who have already contributed here? I am also intending on adding 6 skies to the wad to try and create some sort of episodic progression in the megawad. Hopefully this will work for everyone in an aesthetic sense. As i see it so far, most maps either fit into a gothic ruinous theme or something more techbasey due to the nature of cc4-tex, so i have picked skies to try and match these themes/existing maps. This will be subject to change later on as the megawad approaches completion. I have no doubt this wad can reach 32 maps no problem, had a few mappers reach out to me already and i have a few 'new' maps i can add myself. No problem... looking at putting your map in the 32 slot as it is due to high monster count and distinct theming compared to everything else.
  14. Spoken to Crunchynut and a few other people, going to take charge and bring this wad back from the brink. I don't have a clear timescale right now but the general idea is to get this finally done and dusted at some point this year. If anyone is interested in contributing then pm me on discord, i am in a lot of Doom servers and should be easy to find. Watch this space :)
  15. 22 Plutonia maps created by @AD_79 and myself. Complevel 4/limit removing format. Designed to try and emulate Casali mapping with old school compact, high impact maps. Now on idgames! Old versions: Maplist:
  16. Cipher is a mostly-orange, industrial themed mapset that uses the (now not-so) brand new OTEX texture pack. *Textures not included in this demo wad* This wad features highly modern gameplay influenced by mappers such as Ribbiks, Skillsaw, Darkwave0000, Mechadon etc etc etc and runs on Boom format/complevel 9. A two three map demo of the wad is available, get it here! This demo has no skill settings and has not been subject to scrutiny from my playtesters, so enter at your own risk :D Have some preview screenshots! I hope you like what you see.
  17. 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.
  18. 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
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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)!
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