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Psyrus

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Posts posted by Psyrus


  1. 1 hour ago, Eris Falling said:

    In the Grip of Fucking Madness. Aztec and The Factory were terrifying maps thanks to that piece.

    Oh yeah, I forgot about The Factory.  I also forgot "Lurkers" was used in Ghost Town as well.

     

    Here is an honorable mention.  For myself whose first experience with E4 was with PSX Doom, "Hopeless Despair" was quite effective as an opener.

     


  2. Several immediately come to mind still to this day after 17 years of first playing through the PSX series.  My personal top ones that give that feeling of "synesthesia" or something similar is the one used for Hell Keep and Aztec -- the "bees in a can" one -- can't remember the title offhand.  There is also "Lurkers" (Fortress of Mystery, Pandemonium, Suburbs, etc.) which really stood out for me for some reason and to this day kicks in at nighttime after a heavy rainfall.


  3. Three works in progress, two of them sitting in limbo at the moment (the first three screenshots):

     

    WIP 1 - Area in progress, untouched for quite some time now.

    Screenshot_Doom_20171015_164324.png.a20c5c4509527c953e527ab57801140d.png

     

    WIP 2 - Inside area.  Map is currently in the item placement stage.  I may have shown part of this area before in the Doom pictures thread.

    Screenshot_Doom_20171015_164534.png.8947e8be2f9abd017a47a6b52d4d790b.png

     

    Same map; Outside area.

    Screenshot_Doom_20171015_164747.png.23e39a34840f13358433bea964089e93.png

     

    WIP 3 - Current map I am actively working on.  Item placement plus other tweaks.  Finishing up this particular area before I move on to another.  Pardon the issue with brightness.

    Screenshot_Doom_20171015_163910.png.ff85eb80420d78343f1bb64df7e73951.png


  4. 18 hours ago, Urthar said:

    There are oxygen infused liquids used for deep diving, but liquid oxygen itself is hazardous in all kinds of ways.

    The first thing that popped into my head...

    giphy.gif

     

    But yes, there are oxygenated slurry solutions and perfluorocarbon liquids used for medical applications for when a patient's pulmonary system is severely damaged.  As for actual liquid oxygen, simply no, for the most obvious reason being the extreme temperature difference.


  5. I took a couple weeks long hiatus from BTSX E2 until recently due to focusing on work and such.  This is my second time playing through it as a reminder.

     

    I was navigating through the third intermission map (MAP16).  Bits of the map started looking familiar as it was slowly making me realize what map was coming up next and vaguely remembering it being a pain to figure out at first for some reason.

     

    With that said...  MAP17 - Steeple of Knives.


  6. 1 hour ago, Synndra said:

    Firefox has preformed much better for me since the multi-process update. however it frustrates me how many add-ons still have not moved to the new add-on system. any older plugin turns of the multi-process feature.

    As a long-time user of NoScript, I hope this happens soon.  I suspect it is beginning to cause memory usage problems with certain newer web features.  Maybe it's time to find a replacement...uh...everything.


  7. On 9/15/2017 at 10:25 PM, Grain of Salt said:

    [Pic 2]

    Looks like a recolored E4 sky.  I tried experimenting with different colors on that sky texture on a map I started way back, but I wasn't too pleased.  The way you did it seems to work just fine with the brown/grass motif.

     

    Edit:  Seems I am a couple pages late to respond.  Thanks, notifications.


  8. The years are a rough guess, and not all of them I would really deem "noteworthy," but nonetheless...

     

    2002? - Stone Stratagems

    First major project shared here.  Still very much wet behind the ears in the world of map making, but still decided to whip out 21 total maps as a result of pure ambition.  Part experimental areas; part mimicking areas from Doom 64.

     

    2003 - The Grand Arising (Helix)

    Ascending wood platform, vast cave, and the Wormhole gimmick.

     

    2003 - Schreienwolf Fortress (Roughly translated "Shouting Wolf" Fortress)

    A Wolf3D-esque map but with a twist:  Experimenting with Boom effects and scripts.

     

    2008 - Hyper-Node Alpha

    "Hi, ZDoom.  How ya doin'?"  Last /idgames submission before I went off to a university.

     

    2014 - Sunbleed

    Getting back into mapping after six years, this was an attempt to getting myself used to the modern, "generally accepted" mapping style with gameplay emphasized.  Also started learning how to use custom resources all over again hence the entirety of one of Cage's texture packs being in the wad.  Whoops.  Not sure if that Mediafire link even works anymore.

     

    2015 - Defiling Well

    Attempt #2 after an additional 6-month hiatus.  A watery canyon/cave map with a bit more aesthetically pleasing areas than Sunbleed but took up too much time to fine-tune.  This one got a bit more praise however.

     

    2017 - Interlock

    Attempt #3.  A small metal-textured base sitting along side a rocky cliff with limited cover by the use of mid textures.  I personally had high hopes for this, but unfortunately I ran into a few zdoomisms and rookie mistakes on release I was scurrying to fix around 1 am.  In the end, the map unfortunately kind of got swallowed by the abyss.

     

    Unhonorable Mentions

    2005 - Underconduct

    My first and last attempt at a Deathmatch map.  I believe I didn't get the concept of what defines a "deathmatch" map quite well...

     

    2007 - 1 Monster Megawad: Map18 - "Knightmire"

    Cramped area, floor borders, poor execution and decisions...  *sigh*


  9. I have been using cc4-tex.wad often when mapping as of late, but I have been noticing an issue when doing so.  When I want to use a Doom 2 texture (e.g. CRACKLE2) while cc4-tex is loaded, something screws with the patch alignment rendering it not tiling correctly.  It also seems to affect SUPPORT2 for it tacks on additional patches at the bottom.

     

    CRACKLE2, cc4-tex.wad loaded in GZDB R2990 (left)

    CRACKLE2, no additional resources (mid)

    Oddball SUPPORT2 (right)

    badCrackle.jpg.6cf748e58fd11c351ef57d7c7b7692ad.jpggoodCrackle.jpg.a8cf835a879e594fd0ea180409800156.jpgsupport2.jpg.239c0fc96fbc9b867bb0c5c680c049e1.jpg

     

    Is this a known issue, or is this an error on my part on how I'm using the resources?  Or perhaps when people use cc4-tex, they tend to use it exclusively and not use any stock Doom 2 textures?


  10. 7 hours ago, Cipher said:

    On the other hand, there's a Doom 64 level that literally drops the floor out from under you right before the exit, with no way to get back up, if you're standing in the wrong spot. But because that's such a ballsy and ridiculous punishment, and because the level is fun to replay, it's fine.

    I fell for this one myself.  I wonder how many people were able to interpret that trap on their first time playing through Blood Keep.  And not to mention Hectic, but I suppose for a "super secret" map it can get away with it.


  11. On 8/29/2017 at 3:52 AM, Neo Te-Aika said:

    May I ask which Yamaha softsynth they were recorded from?

    Yamaha S-YXG50.  Dizzy-Jig is the exception which was played through the Yamaha MU100 module with the help of somebody else.  The two use virtually the same samples though.

     

    10 hours ago, Doomkid said:

    Multiverse sounds like a perfect tune for a deathmatch map.

    Interesting.  I haven't been involved in the deathmatch community, but I would guess that most MIDI choices for DM maps would be relatively fast paced.


  12. 3 hours ago, Mr. Trotl said:

    Nice job the cosmos remix is great, love it.

    Thanks.  It seems to be a favorite to most.  By the way, I called it a "remix" because it's based on the original I made back in 2003 which I no longer have.  I took the original GM MIDI and doctored it up for XG playback.

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