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nicolas monti

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Everything posted by nicolas monti

  1. The episode is complete except for the midis and some final testing https://www.mediafire.com/file/2r8wt458buc1vxz/silurian09.wad/file Port: any limit removing Game: Doom Maps: E1M1: Hangar 83 E1M2: Silurian Labs E1M3: Liquified E1M4: Reformatory E1M5: Maintenance Area E1M6: Crew Expendable E1M7: Statu Quo E1M8: Places to Hold E1M9: Arrayanes
  2. nicolas monti

    Silurian alpha episode: Now on Idgames!

    Thanks man, I appreciate! I've already fixed that backpack secret on E1M8, that bug reminded me to those alpha spawning vats stairs which are to low. I had checked the map but somehow I accidentally lowered that ceiling to much. about your previous question, I wasn't teasing this mapset years ago, I focus one project at a time and finish it as soon as I can. I'm surprised about you rankings because I don't feel that much difference on gameplay from let's say Rupture and Solve et Coagula, that being said I can just remember every encounter and make a serious conclusion about it, the idea is to get just a tiny little better with every release, I don't know if I'm achieving that goal in any case. I've never though about a ranking except for my favourite mapset but I'll try one: #1: Favillesco, amalthea: my first alpha episode, every map feels like it has its own soul, it's simple, maps are not too big, it emanates that early 90s feeling, at least to me. favourite maps E4M4 and E4M6. #2: Mano laikas: sort of the same vein of Amalthea, but this time with other themes, the ones I like the most: E1, E2/alphaish plus some abstract ones, not too big maps, early wads feeling too. #3: Reticula Episode 1: very old-school, some hell levels here, I like the sky, it has personal midis, map09 is one of my favourites. #4: Doom Island: old school to the top, crappy texture combinations like startan and marble in the same room, lovely sky witch combines two old school skies and tree sprites from blood. One of my most unnoticed wads. As you see this is mostly a nostalgic list because 3 out of 4 are early works, my most definite influences are E1, E2, alphas and smiley head safari because it was the only pwad I played back in the mid 90s. This is crucial to understand why I map the way I do and I understand that many people just don't feel it. Some honourable mentions: Alpha centauri, because I went ambitious with lighting and back to 1994 because I really like the crazy smiley head safari-esque theme. EDIT: about Solve et Coagula, sorry, I didn't get to read you message, I've just uploaded the update, just moved that monster closet 8 units to the left.
  3. nicolas monti

    Silurian alpha episode: Now on Idgames!

    Thanls for the feefback as usual, I really like cheese furniture although I didn't make use of it that much in this episode. The idea is to have it uploaded before the year ends, minor things are being corrected, some more bugs, the midis and done!
  4. nicolas monti

    what are you working on? I wanna see your wads.

    So you really did that diagonal shade with a lot of sectors, hood job, I've thought about doing that but never got the patience lol
  5. nicolas monti

    Silurian alpha episode: Now on Idgames!

    E1M8 is ready, as the whole episode, some final testing and straight to Idgames https://www.mediafire.com/file/2r8wt458buc1vxz/silurian09.wad/file
  6. nicolas monti

    How To "Fix" The Spider Mastermind?

    I've tried myself reducing their hitbox, increasing their speed and raising their health with dehacked, they became an interesting enemy, the sprites actually allow for a hitbox reduction of about 33%, allowing them to work in narrower spaces.
  7. nicolas monti

    what are you working on? I wanna see your wads.

    making progress for the final map of my Silurian episode after a break
  8. Not an issue at all, take it. I wasn't aware about the tutti fruttis because I was using DSDA, I'm curious about where those happen as well as the VPOs, I'm kind of trained in not using short textures where there are not supposed to be used. I'm sure it's an easy fix. I'm prone to VPOs because I like windows but changing their height a bit could fix the issue unless there is no way and one has to delete it.
  9. This is 0.5 E1M11 (spawning vats) rendered by @Cacodemon187 and finished by me as I was asked for. I tried to pay respect to Tom Hall and Caco187 and at the same time to apply my own "aesthetic sensibilities" on it, I hope nobody gets upset on it lol, changes can be made. Some rearrangement of the portions which where left isolated on the north of the map where also reused and are organically integrated into the layout. https://www.mediafire.com/file/y5knn7r2rashpy3/05-E1M11-caco187-monti.wad/file
  10. nicolas monti

    2023 Cacowards

    I just got to know I'm in the runner up section this year, I want to thank the community for that and for being part of my life for about 12 years.
  11. Game: Doom Compatibility: any limit removing Maps: A shores of hell replacement https://www.doomworld.com/idgames/levels/doom/Ports/s-u/solvetco The maps: E2M1: Very far from home E2M2: Dark matter E2M3: Artificial misery E2M4: Patterns of perversion E2M5: Online pathologies E2M6: Dismal arousals E2M7: Soul chiropractor E2M8: Aokigahara E2M9: Black Pasquinade Bug reports and suggestions are welcome!
  12. nicolas monti

    Silurian alpha episode: Now on Idgames!

    Thanks man, I get the criticism, the truth is that I don't like big maps either so this one (E1M7) is the exception. The rest of the episode is on the regular side regarding size and combat. I just often reserve the seventh maps of the episodes for something more "monumental". on the darkness I have my monitor with the bright set to minimum, perhaps is a port thing, try not to use opengl or things like that (I'm an australopithecus concerning PC stuff). I think that lowering the enemy count would retrieve an empty map, it's difficult to get things spicy without revenants, archviles or pain elementals so I had to make use of quantity there, on the other side there are plenty of rockets and plasma to clean your way. I'll check the cyberdemon problem you mention, didn't happen to me, I'm using DSDA or something like that lol, that PRboom modified port. Thanks for paying attention to the sky! I'll see if I make the midis myself or just throw something retro from the 80's and 90's
  13. nicolas monti

    Silurian alpha episode: Now on Idgames!

    E1M9: Arrayanes only one more to go https://www.mediafire.com/file/ovi0matlpdgow0x/silurian08.wad/file
  14. nicolas monti

    Silurian alpha episode: Now on Idgames!

    E1M7 ready: Statu Quo the big one https://www.mediafire.com/file/39itb9uq9ar9u4o/silurian07.wad/file
  15. nicolas monti

    Silurian alpha episode: Now on Idgames!

    E1M6 ready: Crew Expendable https://www.mediafire.com/file/wd9qts32vsw4q9y/silurian06.wad/file
  16. Imposible en este momentro bro.. bueno https://www.mediafire.com/file/guyenxjrkstivvi/SOLVETCO.wad/file
  17. I've just tested and the key lowered I presume that the problem can be caused by a linedef inside the pillar which is responsible in turn for opening the "cave". I'll try to emulate the problem so I can solve it. EDIT: found and solved, it was that linedef inside the pillar so I've fixed it in a cheap and funny way. Just reuploaded to Idgames, it'll take some days I guess
  18. Oh man, that is unfortunate, I'll take care of that, thanks for letting me know!
  19. nicolas monti

    Silurian alpha episode: Now on Idgames!

    Thanks, I've asked that, I'm not sure if that is possible.. I mean, keeping the thread unaltered. EDIT: lol it just happened
  20. nicolas monti

    Silurian alpha episode: Now on Idgames!

    thanks man, talking about close quarters and monsters breathing on your neck here is the new map E1M5: Maintenance Area https://www.mediafire.com/file/ls2v5dobugeyf6w/silurian05.wad/file
  21. nicolas monti

    Silurian alpha episode: Now on Idgames!

    Thanks man, The pinky death anim needs some tweaking, maybe making the corpse disapear after the explosion The aim is not to make the maps too big and create some crampness so the weak monsters are more meanacing. all the patches are ID originals, Yes, I've made some custom textures with those patches like using the exit door frames and other things like that. Here is the four map E1M4: Reformatory https://www.mediafire.com/file/24oskwskuerl93j/silurian04.wad/file
  22. nicolas monti

    Silurian alpha episode: Now on Idgames!

    E1M3: Liquified. Ready for playtesting https://www.mediafire.com/file/vbx0cksvrtnbte9/silurian03.wad/file
  23. Thanks man as always, the file is already on Idgames. no dehacked boss, it uses the regular death cyber exit
  24. nicolas monti

    Silurian alpha episode: Now on Idgames!

    thanks man, 50% aligned /50% not aligned It seems that I posted in the wrong section, I'll see if this thread can be moved onto wad releases and development
  25. nicolas monti

    Silurian alpha episode: Now on Idgames!

    Second map ready; E1M2: Silurian Labs https://www.mediafire.com/file/97oaagiur73f49t/silurian02.wad/file
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