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cannonball

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Everything posted by cannonball

  1. cannonball

    ODENdude's Doom Forum

    COD > Doom
  2. Congratulations on getting this massive project out of the door. Hopefully everyone will have a great time with this one. SteveD you can finally relax for a few days.
  3. Well I totally failed to express any goals/objectives for this October on here, however I did have the goal to create and submit my map for the Drake O'Brien tribute project, where I have submitted my second draft this evening. https://www.dropbox.com/scl/fi/01mifaxb7ved5gj0av48r/LastRitesv.2.wad?rlkey=dmppti80nsnc7qm5uq9anv7ku&st=k5hdu0xz&dl=0 The second half of this year has been a slow burn for me, so making a large adventure map in a month feels like an accomplishment from my standpoint.
  4. cannonball

    Drake O’Brien Ovational Megawad

    Here is an update to my map; https://www.dropbox.com/scl/fi/01mifaxb7ved5gj0av48r/LastRitesv.2.wad?rlkey=dmppti80nsnc7qm5uq9anv7ku&st=by0jiwb1&dl=0 Changes; The rising stairs to the upper section at the start (Red key platform) should be fixed (Multiple visual issues occurred due to how the sectors were set up?). The backpack secret has the linedefs around the crushers marked as lower unpegged now A few texture alignment issues fixed. In the outdoor section there was a way to get out of bounds and get stuck. This was an oversight on my behalf. However, I have left the exploit in, but have made sure that the player cannot get stuck anywhere and can rejoin the main path either via a teleporter or simply dropping into the area where the Mastermind resides. Lucky people might also find something completely useless when exploring. Gameplay edits will happen eventually if needed, along with doing the difficulty settings and co-op stuff.
  5. cannonball

    Necromantic Thirst (RC1)

    The Holy Grail of the French Doom community is finally out. Halloween is turning into quite a day already. Congratulations to everyone involved for getting this to a public release.
  6. cannonball

    Drake O’Brien Ovational Megawad

    Here is the first draft of my potential entry; https://www.dropbox.com/scl/fi/gjnvoiv17x06nt9mijher/LastRitesv.1.wad?rlkey=uqzvoeqegevyaj3jaucoip8fx&st=v5f7nshk&dl=0 Name - Last Rites Plays in the Map12 slot for the sky UV difficulty only at the moment Midi - Lone Wanderer by AD_79 Tested in Crispy Doom Inspiration - I would say this potentially takes a little too much Casali DNA (Notwithstanding the use of the Egypt textures alongside Drake's own and of course the stock textures). As such I may need to give a bit more slack in some spots in terms of combat. Still I hope this will be an enjoyable experience and I hope to be able to tweak this into something that will be remembered fondly.
  7. After a few rough drafts on the NaNoWadMo thread I thought I might as well give this its own home as we approach the final release to Idgames; The map is pretty large (Probably a 45-60 min run time for a first playthrough) with a slightly otherworldly and halloween-esque theme. Wad - https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/nodmf Cheers to everyone who has commented and provided feedback. Specs; Name - Night on Doom Mountain Map01 (Includes a stop map in the Map02 slot) Compatibility - Boom (Complevel 9) Tested in DSDA Doom Difficulties - Included - HMP is recommended for a first playthrough. Both HMP and UV have the same monster placement/composition, but HMP gives you the big weapons earlier and replaces some items to allow for more mistakes. HNTR is implemented but untested. Co-op/deathmatch - Co - op starts added but nothing more. Credits Pictures
  8. cannonball

    Drake O’Brien Ovational Megawad

    The large outdoor section is starting to become somewhat presentable now. The interior sections are essentially done (except for secret areas), so I would say I am at the 75% mark for this map.
  9. IDgames https://www.doomworld.com/idgames/levels/doom/Ports/megawads/uhadron Here is the final episode of the ongoing saga where the real life planning and construction of the wad makes less sense than the storyline of the wad itself. This is a 9 map episode that replaces the maps in E4 of the Ultimate Doom. The maps are all limit removing* and should be able to be played in most ports outside of the likes of Dosbox/Chocolate doom etc. Update - As an aside I have tweaked the maps from Episodes 1-3 and revised some of the midi choices (All from within the doom community), so this is now a fully compiled 4 Episode Megawad. *The dehacked uses boom derivative code pointers that may cause issues in some vanilla derived ports that want to preserve the mechanics of the original executable. This wad was tested in DSDA-Doom and Crispy doom. It's inception came about due to two factors- the first was mapping for Walter C's Deadly Standards project where it showed a couple of avenues to where I could push things a little further compared to my previous work. The second was the ongoing question of turning Return to Hadron into a complete 4 episode campaign and also weaving a narrative into my still in progress Doom 2 megawad that is essentially in the same universe at Return to Hadron. Brief blurb; "After the destruction of the demonic fortress that housed the main players of the Hellish invasion of Earth, you black out and eventually awaken on the cold hard tarmac of a seemingly alien facility. Your only chance of returning home is to seek out a craft that you can pilot yourself. However this terrain is every bit as uncharted as the Inferno you just fought through and it is likely to be as hostile as Hell itself." The maps within this are pretty challenging (Par for the course for maps by me I guess, expect some surprises and curve-balls at times too). There are difficulty settings that have above average levels of testing compared to other stuff I have made (Though to say they are foolproof would be going too far). I hope everyone enjoys this and please report any issues you might find because I have probably left something stupid or created a slime trail the size of the North sea when saving one map that one extra time. Download link https://www.dropbox.com/scl/fi/1qptpjq26eedj5vu24kxv/uhadron.zip?rlkey=plqt8buq0dv2t8kk0e3ogmqhv&st=huxwcfou&dl=0 Old version(s) https://www.dropbox.com/scl/fi/j5h2grb0sy2sq2lspsim6/uhadronRC2.zip?rlkey=oqhi7kwmsnkt9zfqfih3rf193&st=fnv0dfrf&dl=0 https://www.dropbox.com/scl/fi/izsthxnpzr75lwl983zqv/uhadronrc1.zip?rlkey=nlqep9axiwjuo1v9e01y0oa4f&st=q6y7b7ys&dl=0 https://www.dropbox.com/scl/fi/0ds0i5g8hmk13gfzo3gqj/HadronE4RC1.zip?rlkey=7ggbrdjj5q9hseyf3bsgbncoo&dl=0 (RC1) https://www.dropbox.com/scl/fi/ioyu9n3g6v7egyys2s03c/HadronE4RC2.wad?rlkey=7n7yqff1wqn89xmtxu9tfgk5i&dl=0 (RC2) https://www.dropbox.com/scl/fi/fah6yh7efdgoy8ehmmsmk/HadronE4RC3.zip?rlkey=bcvze7jtdix42mpmk3ucefgk9&dl=0(RC3) Maps E4M1 - Mourning Facility E4M2 - Meteorain E4M3 - Malignancy E4M4 - Tainted Eden E4M5 - God Complex E4M6 - Attack the Block E4M7 - Quadraphobia E4M8 - Cerulean Escape E4M9 - Power Trip Midis E4M1 - Eye of the storm (Tristan Clark) E4M2 - Xenotime (Dragonfly) E4M3 - Of Serpents nailed to fate (Cammy for the AV Midi pack) E4M4 - Subterfuge (AD_79) E4M5 - Bipolar Boogie (Xulgonoth/Cammy) E4M6 - Shhh the shadows are near (Decino) E4M7 - Dark Walls (James Paddock from Cabin) E4M8 - 2012 (ZDCMP2 Remix) (James Paddock) E4M9 - Hangar 7 (James Paddock) Intro - Beseiged City (James Paddock from Dawn of Chaos) Intermission - Blood Rain (James Paddock from Beseiged) D_VICTOR - Crawling Thorns (James Paddock) Pictures Many thanks to these people for play testing this wad and enduring some stupid gaffs and mistakes from yours truly. GarrettChan Plums Monsieur.e Extra credits below (These have been spoilered as some of these may give the game away regarding some elements of this wad - I will unspoiler these in future RCs and the final release)
  10. Congratulations to all of you for this momentous piece of work. Hopefully I will get a chance soon to play this again on the new difficulty setting.
  11. cannonball

    Drake O’Brien Ovational Megawad

    Started a little earlier than planned, but at least I have a starting area
  12. It has almost been an eternity, but finally just before the 30th anniversary of the release of Doom. UDINO is finally here in an approaching finished state. (Titlepic - Courtesy of Sincity2100) Final release; https://www.doomworld.com/idgames/levels/doom/Ports/megawads/udino ————————————————————————————————————————— The project was designed to be a creative exercise in building levels around the original map titles for all 36 maps of the Ultimate Doom with an increasing emphasis on creating challenging but enjoyable maps that will even given experienced veterans a stern test (Especially for an Ultimate Doom megawad and especially so for episodes 3 and 4). All maps are built to a limit removing (complevel 3) format and are beatable from a pistol start, difficulty setting are included, but some may need a little refinement to pitch the difficulty with more precision. Co-op starts are included but anything beyond this will be patchy and dependent on the author who made the map. Maps and respective authors Many thanks to everyone involved during the development of this project, from inception to the very end where we are now, these include and possibly more; dobu gabu maru - Co-project lead and the person who picked up the slack when I wasn't around here as much. Tristan mouldy Ledillman Jaws in Space CorSair plums Steve D EffinghamHuffnagel Alfonzo & Tarnsman Scotty galileo31dos01 Nine Inch Heels and *Magnusblitz*, our MVP: Most Valuable Playtester! (plus Antroid & the Doominati for discussions) Screenshot from each map
  13. cannonball

    Ultimate Doom "In Name Only" - On IDgames

    Cheers for playing through this John, (literally realised you were streaming when you just finished last night). Glad you enjoyed this on the whole. @Scotty Honestly I think a plutonia follow up would be great in your hands. So you will have no complaints from me taking on the potential next installment.
  14. cannonball

    Drake O’Brien Ovational Megawad

    I have struggled with making maps over the past couple of months, but a project aim like this leaves me tempted to make something during October (1 large map should be doable in a month). So yeah I will try to contribute something.
  15. cannonball

    Doom Pictures Thread 2024

    The final area to a map I started ages ago is now starting to bare fruit.
  16. cannonball

    Favourite Opening Map?

    Obviously the best map01 is usually going to be one that truly sets the scene of the wad in question. A couple in mind for me are; Heartland - Subway sandwich Auger Zenith - Glass Mesiah Both beautifully introduce the theme of the wad and immerse the player into that world. There will be plenty of other examples of this.
  17. cannonball

    The DWmegawad Club plays: Abscission

    MAP30 - “Abscission” Another map that boils down mostly to one big messy fight. The map is fine and is a continuation of the previous maps identity. On the whole it is fine and forgoes the tradition of placing an Icon of Sin in this map slot. It is probably for the best and acts well to cement this feeling of dread and sorrow that whilst you are victorious, there is no happy ending for you. Of the arena styled maps, I preferred this to Map20, but prefered map28. Overall This darker and more sinister retread of the IWad is an experience that I suspect I needed to be in a better place for (Mostly playing quietly whilst watching TV with my wife isn't the best way to enjoy this wad). That said the wad is solidly built and has a lot of character embedded into it. This makes this stand out compared to similar release like Nostalgia. In terms of competency, there are really any bad maps, a few mediocre ones but on the whole most of the maps were solidly designed. The visuals were really good, especially given it is Vanilla compatible. My only real complaint is that the gameplay didn't resonate with me that much, coupled with struggling to embrace the ambiance meant that my overall view was that this wad could be loved by some, but I think I sit in the like group. Overall score - 3.5/5 Favourite map - Map10 Honourable mentions - Map11, 23 and 29. Map32 is worth a mention purely for the unique premise.
  18. cannonball

    The DWmegawad Club plays: Abscission

    MAP27 - “Maligned Annex” The big fights have some real zip and again the visuals are very on point and interesting. The increasing level of abstractness is ominous in a good way. The only real complaint are some of the sniping monsters (A few too many hellknights and some very long range spiders). But otherwise this is a fine map. MAP28 - “Thresholds Beyond” Visually striking and plenty of incidental combat, the bigger fights are a lot messier but you should have enough resources to survive. Personally I preferred this iteration of this map type compared to map20. Stronger visuals and the layout is a bit more structured and not just one room. Another good map. MAP29 - “Epiclesis” Fair play, this takes the original living end and makes the map its own thing, including triggering the ICON of sin once you reach the blue key. he map is pretty striking, especially areas outside of the map. Now there are some flaws (I fell into a blood pit that wasn't damaging and the lift revealed a HOM (Near the three key door), that said this is really fitting of the Map29 slot and manages to exhibit its own grandiosity without treading on the source material. As such the map is one of the strongest in the wad.
  19. cannonball

    The DWmegawad Club plays: Abscission

    MAP25 - “Exsanguination” Well has a lot more going for it than Bloodfalls, the layout is solid and ammo isn't a problem. That said you need to make sure that you are ready for the end part of the map in terms of health and supplies because there is squat in the final fight. Good thing you can sit on the archvile spawn point and wait for the exit wall to lower. Despite this gripe, this is a solid and well presented map that is far less aggravating than the previous map. A solid effort. MAP26 - “Igneus” The monster count is somewhat deceiving thanks to the large number of lost souls. This map has a little too much unnecessary back tracking in it (Especially between getting the red key and getting to the door as you teleport back to the start). The red key area itself is very dangerous but you can skip a large amount of this if you are light footed, returning is dangerous because the cyber and cacos will congregate around the hold you drop in through, however for me I got away with it. This is another one I would call solid, not the best map but it definitely is a step up from the original Map26 again. That said the secrets seem to be getting very stingy (Okay 50 armour bonuses isn't nothing, but it is hardly laying out the red carpet either).
  20. cannonball

    The DWmegawad Club plays: Abscission

    MAP24 - “Abyssal Refuge” My negative experience of this map was very much exacerbated by going down the blue key path first, because the other two at least hand you the berserk. Ironically the only use the blue key has is to escape the blue key area (And a smattering of goodies in the hub). Because of this you face some horrible moments (Like the pinkie/chaingunner ambush with no ammo and as such you need the invulnerability to simply survive and then non-berserk punch over half a dozen remaining demons. I really think having a third berserk that was placed on the blue key route would have removed a lot of the negativity in my opinion. The rest of the map surprisingly is pretty good, the remix of the original slimefall maze works well thanks to the use of fake walls, the BFG secret feels great to find and the feel of the chasm is captured really well. This map is really hostile (On a level not seen before this map), but it would be one that would be far better on future playthroughs because getting the berserk early is really key to beating this one without much hassle, the blue key path should be avoided at all costs until the yellow/red are obtained. Despite some complaints, I guess Snax should consider this mission accomplished because like the chasm I suspect this is a map you could grow to like or even love and has aggravations that distance themselves from the Chasm enough.
  21. cannonball

    The DWmegawad Club plays: Abscission

    MAP23 - “Hazard Pay” Well this was a pleasant surprise, this one essentially strips out all of what made "Barrels o fun" bad and build a solid level around the rest. The gameplay is energetic, the mastermind actually carries some threat given there will be two spots where she can rain down fire and visual are top notch, returning us to the sights of large structures and tasteful texture usage. Everything works nicely and the archvile usage can catch you out too. Overall this is probably my favourite map since the first episode.
  22. cannonball

    The DWmegawad Club plays: Abscission

    MAP22 - “Mausoleum” Another one who enjoys Catacombs, however I found this to be too obnoxious and cramped for its own good. The initial wave is decent but far to often you get dunks into areas with chaingunners where you hope for good fortune with them because health is very limited, which is the biggest issue with this map. I ended up by the red door with 4% health so essentially a one shot kill and had to have great fortune to get out of there alive. Visuals are decent but the overall feel of the map is more cramped and hostile than its source material and unfortunately this makes it take a big dip in terms of enjoyment.
  23. cannonball

    The DWmegawad Club plays: Abscission

    MAP20 - “To Hieron” A serviceable map that looks the part. For some reason this didn't strike a chord with me like Map11 did, maybe it is the more abstract nature of this episode compared to the first where the maps melded together to create this more defined narrative. In the end the map plays okay, the pain elementals are probably the biggest troublemakers along with the BFG being placed behind the mastermind. Overall this was okay. MAP21 - “Of Flesh & Fission” So we return to what was the end of Map11, now flooded with slime and new areas to explore. This one touches on a lot of the motifs of Nirvana but done in a more tasteful and effective manner. I like the strange otherworldly mix of hell and tech on offer here, the unsure feeling of where you are now. The gameplay is fairly quiet but it does heat up towards the end, especially if you get ground down and placed in a position where the only path is forwards. The catwalk section in the final area looks neat and works really well, the mix of imps and hellknights present a nice compromise of effective opposition without making the encounter feel totally unfair. A nice start to the final episode.
  24. cannonball

    The DWmegawad Club plays: Abscission

    MAP19 - “Phosphene” There are some really cool visuals on show here and this map feels like quite a spectacle. The combat however for large parts of the map feels slow again and there are some bits where you simply have to methodically take everything out (Like the slime maze), this map relies on weaker foes again, the drop after the yellow key door with the mass of pinkies is used well and the final fight with the cyber that reuses a space you visited earlier was cool. The map wraps around nicely and the re are teleporters to lead you quickly to your next objective so this aspect is handled well. There are a couple of timed switch sequences that are annoying at first but straightforward once you get used to them. Overall Snax's take on Sandy's visions of a city is well done, but I just wished that the gameplay was a little better, again this shows in the first half of the map but picks up later. Note I may have got the rocket launcher but I never used it because frankly that cyber duel was more comfortable to handle with the SSG.
  25. cannonball

    The DWmegawad Club plays: Abscission

    MAP18 - “Elder Shrine” Was not a fan of the initial skirmishes where essentially you need to run from all of the pinkies, even after getting equipped this section is slow and basically ended up with me punching out goodness knows how many monsters. On the flip side one you reach the focal point of the map the gameplay improves, I really like the design and visuals if the area that makes up the final fight, the blue key ambush remix is one that is scary but easily dispatched with the plasma gun and of course the final fight is good fun (An archvile or two could have made this more of a hurdle to clear). Overall this one is a mixed bag but improves after the initial bad reception.
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