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  1. Scotty

    Nova III - RC1 AVAILABLE!!!

    Hell yeah dude. I kept off the difficulty (to an extent) with map30 because i felt it matched up to the rest of the wad better that way. Paul was a savior in this map as with map15 - and 23 actually - because he filled in the gaps and kept things going both with the mapping and with my motivation for this project, just wanna publicly thank him for that right now.
  2. Scotty

    Things that mappers do that annoy you.

    Not so much an annoyance but... i don't understand why anyone would ever set their music choices aside as an afterthought (and i think this happens a lot), it is such a cornerstone of the atmosphere of any map. DO spend ages checking out your favourite maps in the editor and figure out what it is you like about them and how they work, so you can extrapolate your influences into your own maps DON'T arbitrarily impose limits upon yourself ...seriously my best tip to any new mapper is to just pick apart maps they like, i guarantee you will learn more overall from this than from reading forum posts and such :P
  3. Scotty

    Nova III - RC1 AVAILABLE!!!

    Hi there. I am pleased to present release candidate 1 of Nova III, added to the OP of this thread. If you do play through the megawad in this RC1 state please report any gamebreakings bugs and such - hopefully there aren't any but it is hard to keep tabs on every detail across 32 maps! Here is a gallery showcasing all 32 maps.
  4. Scotty

    What are your top 5 hell-themed maps?

    In no particular order. Anger - Scythe Map23 - Erik Alm I really enjoy compact and punchy maps, and this is one of the best examples of that. No armour means that if you fuck up, you pay for it, and i quite like that. Anaemia - Nova II Map29 - Tourniquet & Ribbiks I played this map when i was just getting into mapping and it completely blew me away - the level of detail and polish just seemed absolutely impossible to me at the time. This map was a huge driving force behind me wanting to improve my mapping back in those early days. Even now i still think it is a spectacular map :) The Burrow - Sunder Map02 - Insane_Gazebo One of my all time favourite maps. The Unholy Cathedral - Deus Vult II Map21 - Huy Pham A visual masterpiece. Grime - Death-Destiny The first death-destiny map i played - and it instantly changed my outlook on combat design in Doom maps. Honorable mentions: Alien Vendetta Map29 Counterattack Map04 Doom E3M6 Hellscape Map28 Scythe Map24 Speed of Doom Map24 & 26 The Eye
  5. Scotty

    Cipher (OTEX) - New Demo (Nov '19) Available!

    November 2019 project update. My progress with this stalled a lot due to my involvement in numerous other projects that i have needed to prioritise this year. I intend to refocus on this when those projects no longer require my attention. I have the framework set for the rest of this wad, it is just finding time to put all these linedefs into the editor! I have renamed this wad to "Cipher" to avoid any confusion with Sverre André Kvernmo's classic series of maps. I have updated the demo to show off some changes (link in OP). The shotgun and chaingun have been upgraded as has the palette, map02 got a bit of tweaking, and i have added a new map to the demo. Screens of that below.
  6. Scotty

    "Artificial Difficulty" in video games / Doom?

    It is a completely meaningless term used by poor, salty players.
  7. Scotty

    Nova III - RC1 AVAILABLE!!!

    Just waiting on @Bridgeburner56 for some choice lore for the megawad, and need sort out skill settings on one or two maps, then RC1 will be posted. It is 99% done.
  8. Scotty

    Floating Torches

    Quick and dirty guide to making simple self referencing sectors. 1. Make your "invisible sector" as normal. 2. This is the important step. Go to edit all the linedefs of the sector you want to self reference and make sure the sector indexes of the front and back sides match. Now the sector is self referencing. It may not show up properly in 3d mode and you may see some weirdness in sector mode, don't worry about this as it should still be fine ingame if you have done everything right. (Note - i applied the back side value to the front side. Also when doing this i always ensure my linedefs are all facing in the same direction, ie away from the self ref sector. This might be irrelevant, i can't actually remember, but better safe than sorry.) 3. The result ingame. You can add midtex banding or whatever you want to help the illusion of a shelf or whatever. Note - these have a habit of breaking when you modify the adjacent sector, if this happens you'll have to re set your sector indexes on your linedefs.
  9. Scotty

    Slaughterfest maps: strategies to win?

    I have not played this specific map, but a general tip would be that your movement speed is your biggest asset, if you can just keep moving then most projectiles won't have chance to hit you. If you can move in a wide sweeping motion this is safer - this is why circle-strafing is a common talking point when it comes to slaughter map combat. If an encounter is overwhelming in terms of sheer volume of monsters then sometimes prioritising killing low-hp fodder will give you the valuable space to move and dodge projectiles. Also understanding the BFG mechanics (ie that most damage is done from the secondary tracers emitted from the player) is a very useful skill to have. The statement in the above post of "find a cheap camping spot" is another way of saying just 'cheese the map' which is obviously not always applicable and therefore poor advice. Not to mention the factually incorrect blanket statement about trial and error gameplay.
  10. Scotty

    How to Get Good at Enemy Placement?

    Understand the strengths and weaknesses of each monster, be it at close/long range, their use in area denial, where flying monsters are effective vs those on the ground, etc etc etc. Understand roughly where each monster fits in the high-low priority tier during combat, and how that tier may change depending on the situation (commonly floor space, health and weaponry available). Combining these two factors should help you determine how players will react in gameplay and therefore allow you more control when mapping in creating whatever kind of gameplay it is you want to create. Of course it is possible to go into massive depth on this subject but i wanted to point out these two core factors that will always apply, and not overwhelm anyone with an insane tl;dr wall of text. As always it is very good practice to study maps you like both ingame and in the editor to try and understand how they work.
  11. Scotty

    Nova III - RC1 AVAILABLE!!!

    Just waiting for some map tuneups and graphics and then i will post the prospective final wad. Come hell or high water this will be posted by the end of November.
  12. Scotty

    Sunder - Map17 is here!

    It is from Descent :)
  13. Scotty

    The DWIronman League dies to: 2017 Collection

    I know i'm way past the deadline for the official leaderboard but finally got around to doing my run of this tonight for Britbowl, where time frames are more of a guideline :P So i thought i may as well share the run here anyway. Survived in 1:42:28 - category 2, played this one back when it was first released. Couple of close calls!
  14. Scotty

    UD/D2 map remakes?

    Hellscape and Suitcase of Gor are good quality wads but are not complete megawad replacements. Doom 2 Redux replaces all 32 maps but the map quality is varied.