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Scotty

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  1. @Obsidian pleeeeease tell me Mayhem will be released before this session... 2 weeks? :P
  2. Scotty

    Do People Really Like Classic Doom For What It Is?

    To point out how dumb a question it is. If you look around this site for literally seconds you'll see that people of course still love classic Doom.
  3. Scotty

    Do People Really Like Classic Doom For What It Is?

    What a stupid question.
  4. Scotty

    MAYhem 2018 - Purple Version!

    Thanks for playing and for the issue reports. Fixed the texture problems. The lighting is the way it is for atmosphere... regardless, i've bumped it by 16 globally as it helps the map in software mode. @Obsidian i've updated map19 here then, link... (also fixes a couple of minor software mode rendering bugs i've encountered in the map)
  5. Scotty

    Post Your Doom Picture (Part 2)

    Some work-in-progress shots from something i am creating using OTEX.
  6. Survived, cat 2. I was sure i'd get fucked by the cyb/invis bit but it's not as bad as i remembered (i thought it was 4 cybs at once!). I adore Shaman's Device, what a fantastically surreal level - not played it for years now so it was nice to revisit it. Cherry picking maps is a cool idea for Ironman - Citadel at the Edge of Eternity when? Re. Plutonia i put the run off again and again because i never found a good slot to potentially be playing for hours and hours and just never got around to it in the end, which sucks because i know that wad inside out.
  7. I am finding that i cannot bring myself to release (or even complete) solo efforts because i judge everything against the maps made by others - and this is pretty much exclusively work that i hold in the highest regard. It sucks. With communal projects i feel that the overall wad quality relies much less upon my specific work so can much more easily let things slide and get maps completed and contributed to whatever the project may be. So, i just stop bothering working on lots of things i actually want to make fairly early in development, which i know is bad because a lot of maps don't really come together until they are pretty close to being complete. It's just bridging that gap that is the problem and i can't really find a way around that mentality right now. While my 'fully completed maps vs releases' percentage is actually very good, a lot of things fall by the wayside at like 10% completion and are just sat on the hard disk wasting space.
  8. Scotty

    Most beautiful map layouts

    Wow - was this map ever released in any unofficial form? Interested to see what that looks like in game.
  9. Scotty

    Most beautiful map layouts

    Weird angular stuff is cool.
  10. Scotty

    What are the best slaughter maps in your opinion?

    Lots of good recommendations in this thread, too.
  11. MAP02 - "Phlogiston" Probably my favourite level from a pure mapping standpoint. There is some neat recycling and morphing of areas, notably the landing pad/crate area to the west, which you visit early on, then pass "underneath" to the skull key area, and upon leaving there you are suddenly back up in this area from much earlier on, but things have opened up and it just feels like a completely new thing rather than revisiting a previous area. I love the sheer flair on display with some of the mechanics of this map, case in point being the rising staircase at the eastern end of the map. Most would just take the easy route of the single stair raise action rather than a mass of conveyor trickery - but the effect is worth it and has a cool fringe benefit of creating a clever timer for the trap encountered. Fucking awesome stuff and that is just one example of many instances of the map unravelling in interesting ways. I have spent significant time staring at this map in the editor trying to understand how i might even begin to construct a map as geometrically and architecturally complex as this, but i still have no idea where to even start, heh.
  12. Scotty

    Perilous Cavern [RELEASED] [IDGames]

    Aside from the theme (which has appeared in many, many wads anyway) this is hardly a Scythe 2 tribute/ripoff in any shape or form. I'd say that the map suffered from a lot of corridor type combat and doorways that emphasised the problems associated with that, although the odd trap you sprung upon me did enough to keep me playing. I did like the haze that enshrouded the map though, it looked good and had a cool effect occassionally you'd have an enemy fire at you from distance, then the projectile would appear out of the mist as it got closer to you. You could definitely expand upon that idea. The mass confusion (and fear) by the weird rev/vile thing in the last area was neat and made me wonder what was about to happen. Not sold on the boss pinkies though, i kinda just reverse straferan around taking pot shots at them until they died. Maybe with a more complex arena they'd be more fun to fight.
  13. MAP01 - "Aggilus" Immediately the scale of maps you are about to embark upon is made clear to you with this fantastic structure. The midi and sky choice, allied to some fantastic lighting, creates real atmosphere and sense of place. I appreciated the RL/Chainsaw combat early on, a pretty unique and satisfying combo to gib and butcher enemies with. Despite a massive monster count the map moves at a pretty decent pace and really isn't actually all that big, it's just that the sheer intricacy of the mapping and layout which provide so much dimension to the given space. I like that Mechadon isn't afraid to embrace the slaughter and just throw sheer numbers of low tier enemies at you right from the off, particularly in traps and set-pieces, as it puts pressure on you to fight back and retain space to move around in. Cleverly/dickishly placed (depending on your perspective) Chaingunners in numerous spots add the majority of lethality to the map and ensure that you keep on paying attention. I wanna point out that this map uses the translucent texture feature really nicely, in particular this clever floor trick which i haven't seen anywhere else in a Boom wad.
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