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molten_

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Everything posted by molten_

  1. molten_

    How do I stop sucking at mapping?

    Also to add to the discussion, I know this sounds kinda silly but you have to enjoy mapping, or at least *try* to. Just have fun, play your map over and over in weird ways or mess with parts of the map. Try speedrunning it, add in a pointless shortcut for no reason (Then probably remove it or re-work it), mess with insane height variations, etc. I've found that the designs I've done best (Not many) are the ones where I had a lot of fun just tinkering with various parts of the map. There is of course an air of critical thinking you have to apply to mapping as well, but part of the fun (And your true value as a mapper) is doing weird things and knowing what to omit and what to keep, and what can be fixed / balanced. That is a skill you will only develop over time. This of course depends on your mood, if you're depressed there's not much of a reason to try to force yourself in a good mood, but then that kinda delves into real life stuff which is outside the realm of this discussion
  2. molten_

    Rush

    Alright, I'm not very big on slaughter maps but these seemed pretty manageable. The majority of the maps are OKish but it's map12 (The final map) that REALLY stands out. It might just be the best boom compatible level I've ever played ... seriously it's a masterpiece. Really good mapset, if only the rest of the maps were on par with map12 ;)
  3. I apologize if this is a silly question, but I'm wondering if it's possible to change the secret level behavior through dehacked or some other means? I'm making a boom (Complevel 9) episode 4 replacement, and I want the player to go to a different level after completing the secret stage. IE, instead of the player entering e4m3 after completing e4m9, could I make the secret level's exit lead to e4m4 or e4m5 instead? Thanks
  4. molten_

    1993res.wad [v3]

    Yeah I agree with the latter as well. If it were due to width I don't think the giant tree sprite would have made it in either. I just think that looking back now, that amount of gore almost seems comical. Especially next to props that include impaled twitching humans, hanging bodies with limbs torn off, and skulls impaled onto pikes (To name a few)
  5. molten_

    1993res.wad [v3]

    That pile of bodies -- it's the coolest thing ever. I wonder why it was left out
  6. molten_

    Speed Runs Live and Doom

    Hey this is pretty awesome. I've been practicing doom off and on for a while and I love SRL, so I may try to drop by and chat sometimes. Lately I've been really busy with work and my girlfriend though, so I probably won't stream much until I have more time on my hands. Also my name on Twitch is Molten_
  7. molten_

    Interception

    My apologies, I've been kind of busy lately. Author : Ashton Bahnmiller Aliases : Razen / Molten_ Email Address : moltenmustafa@gmail.com Webpage : http://blankbox.net/ (Not really doom related but w/e) Contributions : Map10,& MAP16 Other files by me : n/a Comments : I liked working on this project a lot. Inspiration was hard to come by (Mostly because I'm still fairly new to mapping, and I was surrounded by extremely talented people) but I think I pulled through in the end. I had a lot of fun testing, and the other mappers were a joy to work with. Map10 Level name : Metal Jungle Author(s) : Razen (Ashton Bahnmiller) Editor(s) used : Doom Builder 2 Bugs : Some secrets are unreachable (May have been fixed) Inspiration : Not sure Authors comments : This map went through a lot of iterations, mostly because I was never really happy with what I had done. Each "version" usually ended with me scrapping the map halfway through, or finishing the starting area and realizing I didn't like it that much. As the cutoff date neared closer and closer things got a bit hectic for me because I wasn't able to work at the leisurely pace I'm used to, but I think it worked out in the end. The map is obviously very cramped and vertically-oriented (Something I'm actually rather partial to, despite vanilla limitations), but I think I did pretty good working with the theme. Enemy encounters are absolutely terrible though, and it's something I plan to work on in my future maps. Map16 Level name : Hell House Author(s) : Razen (Ashton Bahnmiller) Editor(s) used : Doom Builder 2 Bugs : None that I know of :) Inspiration : Once again, not really sure Authors comments : This map didn't go through nearly as many iterations as MAP10, but in the end I had one completed map I wasn't satisfied with, 3 unfinished maps, and the final product. The first scrapped map was completely different from the finished product. It featured a more open design, with holes in the ceiling showing the skybox of the underground city. The main reason I decided to scrap it was because it wasn't very well suited for coop, and I don't think the open design was handled that well (Especially for one of my first mapping projects). For the finished map I decided to take the beginning of the first scrapped map, a house, and go crazy with the design. I had a lot of fun and I'm actually very proud of this map, I think it turned out great.
  8. molten_

    doom = human body allegory

    Am I high?
  9. molten_

    Nintendo introduces the WiiMini

    If you still haven't played Super Mario Galaxy and you're Canadian, get on that shit.
  10. molten_

    Opinions of slaughtermaps?

    I have yet to play one that I genuinely like, but I'm sure there are some very good ones out there. Not really my gameplay style tho.
  11. molten_

    So do you guys like Wolfenstein 3D?

    I've always hated it because it has terrible game feel. Movement is rigid, attacks don't pack any punch, and there's very little meaningful gameplay. I can respect it for what it is, though.
  12. God I love it when I get an idea for a map that I genuinely like. Things are going at a really slow pace but I'm having lots of fun.
  13. Ah okay, that's what I was hoping. This way I can jump right into mapping. Excited to see what comes of this project, the last one was lots of fun to be part of :)
  14. Sounds like fun, I'm definitely on board. Sign me up for MAP31. I don't think I'm up for testing this time, unfortunately. Regarding the enemy replacements, will it just be cosmetic? Or do you plan to add new behavior?
  15. molten_

    The Psy Gangnam Style Phenonemon

    This song is too catchy and silly for me, I like to have my music deeper and less popular because I'm a hipster.
  16. molten_

    The Incredible Baron

    Nice pixel art. I like the title screen a lot. Voted :)
  17. molten_

    How often do you visit Doomworld?

    Probably once every other day, maybe less. I spend far more time on TIGSource and other places ... Now that I've finished up my maps for Interception I want to focus more on game development and my Youtube channel.
  18. molten_

    How much used space is on your hard drive?

    C: 361 GB free of 465 GB E: 42.2 GB free of 74.5 GB F: 582 GB free of 931 GB I'm not running out of space any time soon, lol
  19. Well, I think I'll give this a shot. I stopped playing BF_Thud because I couldn't stand it, to be honest. This WAD seems much more promising. I've already played the first two maps so those won't be fresh impressions, unfortunately. MAP01: That was a cool intro map. I really liked the music choice, it was intense and memorable. The green techbase design was interesting and a nice spin on the classic Doom feel. I think the ending was a bit much though, especially for an intro map. The continuous traps were kind of unforgiving. I still enjoyed it, though. MAP02: Wow. This map was great. I liked how you had a choice between two one-way paths at the beginning, that was really cool. The enemy placement was great and the music was awesome. The ending was pretty hard. It took me a few tries to get through it, but that's mostly because I'm bad at encounters like that. It was still fun and despite how many times I died, it didn't feel unfair. Good design. MAP03: I'm not sure what is going on with this map. I really like how open-ended it is, but I feel like I missed a good chunk of the level by the time I reached the exit. Nonetheless, it was a fun atmospheric romp through 3 different aesthetics. I really liked the progression though, going from a regular tech base, to the outdoors, to a old ruined tech base was kind of cool. The encounters with the Spectres was kind of annoying because of how hard they were to see, but I can't shake the feeling that the developer intentionally designed it that way to make the base feel haunted. Interesting map.
  20. molten_

    Interception

    Huh, I could have sworn I tested that lift with Chocolate Doom ... I guess not. Thanks for fixing it, Matt.
  21. molten_

    Favorite monster to kill with what weapon?

    Arachnatron with anything. Their death sound is extremely satisfying.
  22. molten_

    Interception

    Huh, I don't think I got most of the episode 3 maps. Playing through them I'm kind of impressed. There's a lot of cool stuff near the end. Also Matt, I think you should add some trees and maybe a mountain of some kind at the start of MAP01 (Behind the grating). Otherwise I'd say it's a huge improvement over the original :D
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