Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

nicolas monti

Members
  • Content count

    847
  • Joined

  • Last visited

About nicolas monti

  • Rank
    Forum Regular

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. nicolas monti

    The UnMaking: ReMade for the official Doom 64 PC port (plus 7 new maps)

    Thanks @Ryath (aka scwiba) @Immorpher with so many versions it's complicated you know, I hope to see more custom maps and episodes for doom64 in the future!!! I'll try to make a map for ir some day, just never did because I'm unfamiliar with the features.
  2. nicolas monti

    The UnMaking: ReMade for the official Doom 64 PC port (plus 7 new maps)

    @Ryath (aka scwiba) I remember the first porting of doom64 for PC several years ago, it contained the original levels plus a couple new ones that fitted very well with the originals, a guy called Villareal was involved, there were also a couple of nice episodes, outcast and redemption. Are those packs compatible with this release?
  3. nicolas monti

    Cyberpunx: episode for doom2 complete and ready for testing!

    All 9 maps ready!!! Also I've made the last fight in map08 harder @Ryath (aka scwiba) more interesting now! Map09: tech palace https://www.mediafire.com/file/g6u9ezd5pwnpw3q/dark09.wad/file
  4. nicolas monti

    Cyberpunx: episode for doom2 complete and ready for testing!

    Thanks for another video and glad it wasn't that frustrating as the first 2 maps, I've already tweaked the hell knight elevator encounter in map02 to give more chances to the player to dodge. Just one map to go, I hope to star working tomorrow on it! Thanks for pointing out those mistakes on map08, the first trap in map07 is intended to make the use of the RL very challenging as you have to align its aim and it is always risky because a demon can pop up from behind a locker. I'll probably remove one of the Inv spheres at the big toom, I succeeded the fight that way when testing but it's harder and I thought some people may complain about it. I've only player a couple of maps of Ancient Aliens so it's coincidental, gonna check! Thanks a lot buddy, I'll start working on the last map soon as well as fixing and improving some minor things! I'll check your video, by parts!!! 😅
  5. nicolas monti

    Things about Doom you just found out

    I realized long ago there are not corpses from E1M5 to the end of the episode. I think Romero just forgot to put some in the latter levels, one may argue that is because the other players didn't get that far but that is too imaginative.
  6. nicolas monti

    Mapping Cliches

    I acknowledge I have a strong inclination for the use of the acid flat. Not always because of gameplay purposes, sometimes it is, but because how its color fits with the other textures and the sense of depth it gives to the areas. I don't usually get the techbase pleasure without a dark winding acid river flowing in between the areas.
  7. nicolas monti

    Cyberpunx: episode for doom2 complete and ready for testing!

    Map08 ready for playtesting! Biodegradable: https://www.mediafire.com/file/0hn0dffkqctcvrt/dark08.wad/file This one is the largest of the set, map09 will be the finale and just oriented to the boss fight.
  8. nicolas monti

    Cyberpunx: episode for doom2 complete and ready for testing!

    Glad to hear you found the solution for playing the wad without that frustration of being too dark! Thanks man, you did the right thing in map05, it's useless to waste ammo on the spiders, there isn't even enough of it to kill them, you have to endure the first one until the second comes out. I'll see what can I do with the resorce distribution you mention. Map06 is intended to be easier because of the last three intended to be harder. Thanks for the feedback, map06 is intended to be easier as I said above. I'll see how it goes with your barrel strategy suggestion. The map was intened also to be lighter but I may change that, setting the outside are darker as the other maps. I'll also take some of the suggestions for map07, maybe you mean replacing the lava pit rock textures with techy ones? I'll check how they fit with the rest of the map's mood. The pedestal for the invisivility item it's a good idea. I' working on map08 now, it's bigger so it's taking more time.
  9. nicolas monti

    Cyberpunx: episode for doom2 complete and ready for testing!

    Thanks a lot for your wording! I've just managed to fix those annoyances, the not so evident switch in map01 and the HK elevator ambush in map02, still an ambush but I think there is more time to react and maneuvre this time, we'll see if I had to tweak it again. Now map07: substrate https://www.mediafire.com/file/etpp65lzn1ypnwf/dark07.wad/file
  10. The name means something like 'rage' and is in Tocharian B, a language spoken in northwest China until circa 10th century AD, the language is indoeuropean, that means related to English as well to spanish and many more.
  11. nicolas monti

    Cyberpunx: episode for doom2 complete and ready for testing!

    Sixth map ready for testing! Inside out https://www.mediafire.com/file/63pnwf4ba7gnmi1/dark06.wad/file also some changes have been made in map05 regarding to balance and strategy.
  12. nicolas monti

    Cyberpunx: episode for doom2 complete and ready for testing!

    Hey man, no problem with criticism, it mostly helps! A few points: * I have some troube too writing long post but because of english not being my first language, if you see my answers they are always short and not because I don't care. * I've noticed the darkness in your videos, believe me it doesn't look so dark in my pc, you can try with the gamma levels, maybe is something on your port configuration, or the graphic card. * On difficulty I'll keep in mind your feedback also, like the HK elevator thing, I guess it depends on how much HP you have at that moment, but in any case I can move the one of above a little further back in the corner so the player has more chances. Feel free of comment, I think map03 is a bit salty too but I'm trying to moderate those difficulty spikes. Thanks for the videos!
  13. nicolas monti

    Doom Island: doom2 episode now on Idgames!!!!

    Thanks Gaspe, I missed your notifiation, that's why I'm answering now, as you and @Firedust mention there are a couple of things to fix in map08, I'll take care of them! The new episode is Cyberpunx and I'm working on the sixth map at the moment.
  14. nicolas monti

    Cyberpunx: episode for doom2 complete and ready for testing!

    Well, some changes that will be implemented @Cacodemon187: Map04: * Fridge secret grab fixed. * second SS at southwest in case of a miss. * a couple of stimpacks at the RK trap area. I think that letting the river open would make the trap innofensive. * one less HK at YK trap. I survive that trap with RL but yeah, it's hard if you don't know what's coming. * one baron replaced with HK in the last trap, what I do is letting the monsters get out from the U shaped alcove and then getting there for cover but yeah, it's a bit hard for a blind. Map05: * A grate at the room you teleport into before the YK so if you hide there you also can get shot. * I liked your idea for the spider so what I did is to cut it's HP in half, to let the one at the exit and to add one outside free. A couple of buildings were moved a few units to have a loop where the spider can transit without getting stuck. All need to be tested, the spider move in map05 is not without balance problems since the outside spider can trigger a lot of infighting making some ammo potentially over-abundant, we'll see how it ends up. All the updates will be seen when I upload map06!
  15. nicolas monti

    Cyberpunx: episode for doom2 complete and ready for testing!

    Thanks @Cacodemon187, I'll give a more detailed answer on what you pointed out when possible, currently working on map06. As usual there will be some changes based of your feedback! Yep, I forgot the map05 custom midi :/
×