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AtTheGates

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Everything posted by AtTheGates

  1. AtTheGates

    Here's a new map.

    you go and put a reasonable amount of ammo into your map and i will test it. ...in a way that doesn't require me to waste my life on figuring out "that one right route" you probably had in mind for it, which is like the map feels right now.
  2. AtTheGates

    Doom 64 Ouroboros

    looks cool, always glad whenever i see something for doom64.
  3. AtTheGates

    [Release] The Escape Teleporter

    i quite liked the map. the music, the map design and even the new items work out quite nicely, lots of neat little zdoom tricks in there as well, all without being too "out-there" / not "doom" enough. i didn't even feel the map was *that* linear, i expected much worse after you mentioned it. some stuff i noticed: - the elevators absolutely need a sound to play when you ride them. right now they totally break the immersion for me, i thought i was stuck at first. "pillars barring the bridge have been lowerd" -> small typo there. - the difficulty is ballanced really weirdly. right after the fight with the archvile +2 blackred-barons (whatever they are called), the trap on your way back reveals...4 imps. lots of other instances like this were the jumpsi n difficulty feel weird and somewhat random. this also affects health and ammo, which either seems overabundant or really sparse at times (especially the health is often lacking). at the time i picked up the yellow key and was trying to find the corresponding door, i was almost out of ammo, so i had to dash past the pain elemental. once i rode the elevator back up again, i was completely dry and couldnt get around the imps and the caco without cheating. seriously, where's the ammo? 3 revenants after that and all you get are some shotguns and clips off of the resurrecting zombies. i didn't find any secrets by the way, so i guess maybe they were somewhat mandatory to have enough ammo? if so, that's generally not a good idea. - also, if you invest that much time into all of this stuff - the new items and such, you basically have a (small) new ruleset for the player - it would be a shame to let it go to waste for just one single map in my opinion, a couple of more using the same "ruleset" would be nice.
  4. the main problem with this wad is that the scale is way too small for the level of detail. personally i think this + performance issues are the only legit reasons to criticize overdetailing in a somewhat objective manner, because it simply hampers gameplay. other than that i don't see any reason why it would be bad other than for subjective reasons ("it looks stupid!"), which really shouldn't be something to consider when building a map. ...i have to admit i might be a prime offender though, including one of those typical screenshots only showing some corner of my map: i can't help it though since there isn't much more to show yet, and i wanted to give an idea of the atmosphere first.
  5. some observations: - the backpack can be picked up even before the alcove lowers. it's also not flagged as a secret? so either raise the alcove and turn it into a secret, with the backpack only accessible if you lower it, or leave the backpack like it is but remove the lowering floor. - i usually don't like to criticize the style of maps because i think that's something quite subjective, but in my opinion the map would benefit greatly if you added some more lighting to it. some of the tunnels, especially the narrow ones, would look better if they were darker, and some sectors with lights brighter. good lighting doesn't take that much time and can add greatly to the atmosphere of a map without having to add a million sectors for detail. - i'm not a big fan of mixing doors that open by themselves with doors that can be activated. i prefer consistency, it's less confusing. - the rad suit seemed quite pointless / the acid area seemed pointless.. until i realized there is another one later in the level where i should have probably rushed to. - you might want to look at the ammo balance a bit, it seemed a bit excessive after a while, but tight in the beginning. - also not a big fan of the exit, which comes without warning (i know, an exit sign there would be kind of weird, but let's face it, we don't play doom because it's realistic.) minor misaligned texture these demons can't come down the stairs - shooting gallery. pretty pointless.
  6. https://dl.dropboxusercontent.com/u/3786967/ATG-deathmetal-001.lmp ...i suck at slaughtermaps, but i got surprisingly far (my skills considered). the replay is quite long,i almost got to the blue key. i like the map, the ammo placement requires planning, although a bit more might be nice to lessen the randomness a bit. the only area that drove me insane was the one with the chaingunners right to the left of the start, i got lucky in my attempt, they usually rip me to shreds and i leave with less health than before even after picking up the soulsphere. also, no idea how i survived the caco/hellknight trap, it was close as hell, i didn't even realize there was a switch at first. edit: katamori's map: (edit2: obsidian found them as well i guess, so you might be aware of that those things) you can get stuck in the pillars here if you enter them right away - same for the other screenshot, and other areas as well probably.
  7. just tested your map, couldn't find any bugs (yay). some stuff i noticed (all on my first playthrough, take that as you will): - map has a metric fuckton of ammo - the whole acid pit area might benefit from some stimpacks or a medikit. i like how you are forced into it, which works nicely, but the fight is a bit tough. - didn't like the spider mastermind fight that much - it was hard to get to cover with the knights running around, and once she stalks you in one of the alcoves its over pretty much.
  8. it's called death metal and there's no actual death metal soundtrack? :/
  9. AtTheGates

    Hanging Chain Textures?

    yeah i checked most if not all of those and couldn't find anything iirc. thanks anyway!
  10. AtTheGates

    Hanging Chain Textures?

    does anybody know if there's some wad / a resource that includes hanging chains, or some other of chains for that matter? want to use some for decoration and i'm not sure my skills are sufficient to make my own textures (probably not).
  11. AtTheGates

    HE Mars & my other projects

    no new version this time, but some information on how the development is going. i'm working on MAP0Y right now and intend to finish MAP0X later (or switch back and forth if i feel like it). So far only one room is finished and I am just trying to find clever ways to connect other rooms to it right now, with the actual layout of the map coming from on-the-fly decisions. I realized that with the level of detail I am trying to achieve, enemy placement will sooner or later become a problem, because there often is simply not enough space for monster closets or just clever traps. I guess I could circumvent this by finishing the layout first, then the enemy placement, with detail work being the last step of creating the map, but this just doesn't work for me, I always feel that i have to make the most out of an area once i start drawing it just to see if the atmosphere works. Coming back to enemy placement, I played around a bit with the few rooms i have so far: the first, big room in the middle has some arachnotrons (roaming) and revenants (stationary at the eastern wall). The ammo in the main room is barely enough to kill them all, and the hell knights and revenants to the west eventually aggro and slowly move towards the big room. This keeps the player moving, and the fight is quite dynamic because you can't really predict when and where you will have to make a stand. I like the way this works, but I'm not sure that this is something that I will incorporate into other parts of the map as well, simply because it is not that easy to stage fights like this without blocking the player's retreat, something i'm careful not to do too much.
  12. i think i identified the problem i had on my first playthrough - once you raise the ground to get to the height where you can walk over the narrow platforms (to get the blue key or to open the way to the blue switch), the area where the ground raised can be turned into a lift. for some reason the switch that lowers the lift (behind sector tag 25) didn't appear on my first playthrough (OR i didnt realize that there is another switch right behind it to lower the bars, im not sure anymore now). it worked fine in all other attempts. ..i still don't know where to go after i activate the blue switch though.
  13. after finding the red key, i couldn't find the yellow key, let alone where to use the red one, and gave up after a lot of searching. maybe something was bugged? i guess the crushers should be "open" so that i can run past them or something?
  14. AtTheGates

    Simplistic Evil Release

    some other stuff: missing lower texture missing lower texture after the stairs lower from the hidden switch startan probably not intentional after the stairs lower? wrong texture? edit: some feedback: - i'm not a huge fan of some of the custom monsters. some fit very nicely (the cyber-bulldemon, the black nightmare imp, the skulls), others just look really crappy (the mantis-melee-monster, whatever that is). - the third map could benefit from a bit more ammo, seeing as it is very non-linear. especially in the later maps, i often pulled random amounts of cacos or other monsters and often didn't know where to find some more. - speaking of nonlinearity: sooner or later my patience ran out and i either used iddqd or -nextmap (and light amp, some parts were just too dark, but that could be a zdoom vs gzdoom thing). the problem is that it was not always apparent where to go to after activating a switch (my usual woes with many big maps). this is a somewhat subjective kind of criticism of course, i'm sure other people enjoy this kind of thing.
  15. AtTheGates

    Simplistic Evil Release

    misaligned textures (edit: all tested with regular Zdoom):
  16. AtTheGates

    HE Mars & my other projects

    thanks for the feedback guys, much appreciated. edit: updated the first post a bit with information on the concepts for the maps.
  17. the second map would benefit from some more health packs early into the map, just in case you end the first level with low health, because it takes a while until you find some in the second. also: there's a shotgunner up there who can hit you if you just enter this room from below. really annoying because you don't see him.
  18. AtTheGates

    MIDI Request: "Chunk Blower" by Cattle Decapitation

    http://midimelody.ru/download.php?id=8085 had to look it up for a fellow grinder: there you go :) edit: ugh, it's guitar only.. the stuff on the site is a mixed bag, some is great, other stuff is terrible.
  19. AtTheGates

    Hanging Chain Textures?

    thanks! i found some more in the blood resources for doom 2 wad, which need some minor editing.
  20. AtTheGates

    Doom 64 EX Mapping Activity

    i toyed with the idea of mapping for doom 64 myself, simply because i love the atmosphere of some of the original levels (and the way the lighting works actually). so although i'm probably not gonna map for 64 any time soon, i'd definitely like to see and play more maps for it.
  21. AtTheGates

    HE Mars & my other projects

    updated with a concept shot for MAP0Y - yeah, the letters look silly, but i don't know yet where those maps will go. the map is inspired by the stone spinneret and stardate 20x6, both of which i consider to have outstanding industrial / high tech themes. i have no idea yet how i will lay it out, but it's probably going to have rather big rooms (i hope). edit: gonna use the KI fulgore theme from killer cuts (96 kbps for the sake of the file size), it's a perfect fit for a map like this: http://www.youtube.com/watch?v=09UAzg3Ualc edit2: ninja edit with newer screenshot.
  22. on confluence, a word of advice: you should avoid going down to the 1-grid so much if possible, all it does is invite slime trails sooner or later (i'm surprised there aren't any). tehre's really no reason why these corridors aren' either straight or snap to a larger grid:
  23. AtTheGates

    HE Mars & my other projects

    updated first post with some more shots of map 0X, a theme begins to develop (at least for the moat, don't know what to do yet for the rest of the fortress).
  24. more stuff that should be hidden. non-unpegged doortrak height difference oversight brutal slime trail the insides of the second moving platforms don't have textures another non-unpegged doortrak iirc
  25. another one the "secret in the secret" door also has a slightly misaligned texture. opened it before making the screenshot, unfortunately. that lighting effect looks kinda weird, idk. something's wrong with the masked walls here, they move along with the player a bit (missing lower textures or something?) misaligned texture two more, they are on opposite sides of each other. these lines should probably be hidden.
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