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Moustachio

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About Moustachio

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    You can edit these now?!

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  1. Moustachio

    Atonement [33 Vanilla DOOM II Maps] [Now on idgames]

    @TJG1289 Luckily fixed that in the idgames release! Speaking of which, here's the idgames release: https://www.doomworld.com/idgames/levels/doom2/megawads/atone
  2. Moustachio

    Atonement [33 Vanilla DOOM II Maps] [Now on idgames]

    Ahh, that's probably something I did wrong formatting UMAPINFO. I'll get it fixed for Friday's release.
  3. Moustachio

    Atonement [33 Vanilla DOOM II Maps] [Now on idgames]

    Download RC2 This is to catch any last minute game-breaking bugs, etc. I added extra ammo in every map as a buffer. I changed a couple gameplay segments here and there. The final boss has sound effects now! Still does the icon of sin thing when he dies. Guess you can't win everyone over. I'll upload it to idgames next Friday the 18th with any needed bugfixes. Things worth reporting: Softlocks Unreachable enemies/items/secrets Visplane overflows & other crashes Excluding the vanilla savegame crash
  4. Moustachio

    [Released] Doomworld Mega Project 2022 (12 folders)

    I got a map to submit! moustachio22.zip One short Doom II map that takes place in a city under siege. As the city PD's sole surviving deputy, it's up to you to put an end to this tomfoolery. It's a fairly short map, maybe 3 minutes long. It's difficult though, so to take a few attempts to it all down. Hope you enjoy! Title: Burn Baby Burn Author: Moustachio Game: DOOM II: Hell on Earth Editor(s) Used: Ultimate Doom Builder, Slade 3.1.2 Port: Limit-Removing Slot: MAP01 Files: moustachio22.wad, moustachio22.txt, moustachio22.deh Zip file size: 69 KB Build time: 4 hours over 3 days Tested with: Crispy Doom 5.11.1, DSDA-Doom 0.24.3, GZDoom 4.8.2 Screenshot:
  5. Moustachio

    Atonement [33 Vanilla DOOM II Maps] [Now on idgames]

    Thank you @galileo31dos01, @Firedust, @Degree23, and @Captain Keen for the feedback! I think since it's getting a bit too close to Halloween, I'd like to change course just a tad. There have been a pretty decent number of little bugs, issues, annoyances, & general gameplay gripes reported, so I'll probably release an RC2 in a few days. I'll mostly focus on tightening up the ammo balance early on and reworking some of the "enemy teleports right behind you" kinda moments. Once that's released, the gameplay will be final. Done and done. During RC2, I'll only be looking for visual bugs, possible soft-locks, VPOs, and any other game-breakers. With that all being said and done, the end of November seems like a very doable time for a final release. P.S. @dial-up just released the midis for Maps 25-30 on Bandcamp, so go check it out! It was really kind of him to come back and finish out the soundtrack. Helped me keep the feel of the wad consistent.
  6. Moustachio

    Atonement [33 Vanilla DOOM II Maps] [Now on idgames]

    Really glad to hear you enjoyed it! This seems to be a common complaint, I may have to ask for a little help from you guys in terms of what the best way to alleviate this would be. I see that @Degree23 has suggested that having some more bullets to fall back on would be nice, but I would also like to avoid a situation where a player is sitting at 400 unused bullets for the majority of the playtime. I really should just make a whole AV centered megawad and get it out of my system! Aw, man! I thought of it as a cool twist and a fun time killer if you want to see how long you could last. I did go back and fix it at one point! Go ahead and download the current idgames version and both the red and blue key doors in MAP19 open now. And thank you for playing it and letting me know how much you enjoyed it! It's a beast of a map, I'm glad you got through it! Hopefully it's enticing to hear that that's as expansive as things get, I ended up making much shorter maps on average for the second half of the wad.
  7. Moustachio

    Atonement [33 Vanilla DOOM II Maps] [Now on idgames]

    This is most likely due to a new node builder I’m trying out. It can be a little finicky with how it handles certain sector shapes, so maps I began working on with an older node builder can create strange thin sectors that the enemies disappear in, almost like a pocket dimension. If this is the only one you’ve found, then that’s great news. I’m curious if anyone knows what effect this is. I’d like to tweak my node builder settings and try to avoid this sort of thing in the future.
  8. Moustachio

    How We Saw '95 Revival Thread [CLOSED]

    I think that’s a much catchier name.
  9. Moustachio

    Atonement [33 Vanilla DOOM II Maps] [Now on idgames]

    Yes, unless you’re playing with ports that support MAPINFO.
  10. Moustachio

    Atonement [33 Vanilla DOOM II Maps] [Now on idgames]

    MAP29: The Devil's Machine has been added to the roster. You start out in a plot measured for you at Hell's premier bottom-tier cemetery. You break free of your spiritual engagement with the Reaper, and proceed to fight against the rest of what Hell has to offer. This map is about 15-20 minutes long, but it is also very tough. Expect to die a lot. Unless you're better than me. In which case, more power to you. MAP30: Atonement has also been added to the roster (a.k.a. The Arbiter on the automap). It's finally time to face off against the real mastermind of the Hell invasion. The Arbiter is a freak nightmare of a monster. He doesn't appear strong at first, but he will wear you down with his high mobility. At 5000 HP, he's also a damage sponge, allowing him to slowly drip your health away if you're not playing at your top level. After the beating the Arbiter, you'll have to make one last push against the forces of evil. Luckily, you should find plenty of powerups and BFG ammo to help you tear through the never-ending final horde. Or, you can try to conserve that ammo and see how long you can really last... Also, all of the midis are finished and included. A special thanks to Dial-up for Murder for finishing out the soundtrack. And with that, Atonement is finished! Below, you can download the release candidate. Please let me know if you find any bugs such as monsters not teleporting in, texture misalignments, visplane overflows, midis not looping, etc. I've done my best to test for these throughout development, but occasionally, a last minute change or node rebuild can cause strange bugs to happen (like demons falling into the floor). With any luck, the release will hold up to public scrutiny and be ready to submit to idgames on Halloween. [DOWNLOAD RC1]
  11. Be it a partial invisibility, those horrendous lite-amp visors, or just a berserk screen tint that you can't stand, we all have some powerups that we'd rather avoid than rush after. Would you consider it cheating to use IDBEHOLD to turn off the powerup? It's a silly poll question, but I've been curious how other Doomers feel after realizing that I could just... take the visors off if I don't like them!
  12. Moustachio

    [Shitpost Enemy] Paingunner

    It is happening again... LINK, PLEASE BE CAREFUL I improved the design of the Paingunners by slowing down their fire rates. Now, lost souls don't get stuck right in front of them and block their shots. And I clipped the lost souls' health to 45 HP to be merciful. MAP02 is about a minute longer than the first one, but is much more open. You're guaranteed to face a giant swarm cloud of lost souls at the start. I mixed in some other enemies too. Tested in DOSBox, Chocy Doom, and such. Difficulty levels are implemented. I realized I'm actually able to set the lost soul limit by skill level. On MAP02, it goes as follows: HNTR: 7 lost souls max HMP: 14 lost souls max UV: 21 lost souls max (the default limit) MAP01 looks a little prettier now! I always thought "A Terror That Shan't Be Uttered" would make a good MAP03 name.
  13. Moustachio

    [Shitpost Enemy] Paingunner

    Maybe I’ll have to add another level to step it up!
  14. Moustachio

    [Shitpost Enemy] Paingunner

    One extremely small Doom II map, the main purpose of which is to showcase a rather obnoxious idea I had: The Paingunner. It's a Chaingunner that fires lost souls like a Pain Elemental. It's a rather short map, about a minute long. It can be a bitch if too many lost souls spawn though. Difficulty settings are implemented. Tested with DOOM2.exe in DOSBox, GZDoom 4.8.2, Crispy Doom, & Chocolate Doom. It be vanilla compatible with a UMAPINFO lump for more advanced ports. May whichever deity you might pray to have mercy on your soul. Dondlond
  15. Moustachio

    Atonement [33 Vanilla DOOM II Maps] [Now on idgames]

    MAP28: Entropy Pool has been added to the roster. Same deal with the music as with MAP27, I expect the midis to take some time. I also expect MAP29 to take quite a while, as it's shaping up to be a bit colossal. And MAP30 still needs some touching up. But this is the final stretch! Two more maps to go! The map featured here is definitely the most challenging one to date. It's a relatively small map with a two key layout and an optional secret key. What makes it so challenging? Lots of enemies trying to kill you in one space. Luckily, there are plenty of friendly Cyberdemons to help out. And I don't believe I've stuffed as many Masterminds in one space before. I don't know if I ever will again. It's probably not the hardest level you'll ever play, but it should give you a Plutonia-esque run for your money. DOWNLOAD Changelog:
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