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KevvyLava

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Everything posted by KevvyLava

  1. KevvyLava

    My First Attempt at making a map

    I actually liked this for what it was. Some of the maps people posting on here are so drawn out and you never know where to go, etc. For just testing some things out, this was fine. Some of the textures were screwy and didn't blend well in my opinion, but this was perfectly fine for a first map.
  2. KevvyLava

    Doom III: IDKFA Edition | Project

    EDIT: I'm good to go. I don't know how to use discord and I think it's a weird website. I think I joined under the name "SeveredLegs" but I don't know what to do next.
  3. KevvyLava

    Doom III: IDKFA Edition | Project

    I would be interested in mapping/designing and midi creation. Here's some of my recent work, which is an edit of classic Doom maps for a deathmatch wad: And here are some midis that I've made that might fit into Doom levels: https://www.dropbox.com/s/93rjka1nf2xfdvz/midistuff.zip?dl=0
  4. KevvyLava

    Clandestine- my third map

    Pretty sure you can't beat this....the door after the Barons doesn't open. I think this is ...decent. Might want to contrast the dark feeling with some brighter, more open rooms. The "trap" with the cage/room was a bit predictable. Some attention should be paid to texture alignment. Don't be afraid to add framing around doors or areas where textures might not naturally align. Golod textures to use as framing would be METAL, SUPPORT2, and SUPPORT3. Using those textures can be a good way to throw new rooms wherever you want, using different textures. Was still a decent little playthrough there. Keep it up!
  5. KevvyLava

    My first doom builder map.

    I didn't like this map. It's pretty obnoxious. Even if that's the point, might as well dial it back at the beginning and give the player some hope. I beat it having to respawn twice, but went through a lot of "trial deaths" before that point.
  6. KevvyLava

    Noob made an level for Doom

    First level was easy, second level was easy THEN HARD. Biggest gripe I have is that the second level just drags on and on and on and on. And a lot of times we're just going into a room to throw a switch to open a door to another room. And a lot of times I don't even know which room it is. Cut out a bunch of that stuff and fix misaligned textures and you're gravy. Groovy, even. -Kevin
  7. KevvyLava

    My first map - Innocent

    I thought this map was pretty decent. I had fun and wasn't too annoyed except at the beginning. Once I picked up on the personality of it, I was humming along. Good variance in types of combat, although the crusher/revenant room was a bit much. Could have made the room bigger or made it the fast type of crusher that doesn't instakill you. But I guess that'd kill the revenant rockets, wouldn't it? Maybe instead of the whole ceiling being one big crusher, you could have several, smaller crushers? Just an idea. Keep it up, and if this is your first map, you're going to accelerate the quality of your releases very quickly. Have fun!
  8. I like how he pretends to be "the responsible one in the room" and then his story keeps changing: - You're posting commercial content "not appropriate" for release - Well, it's not "commercial" -- it's "protected" And then when you point out that the original content is available for free, and you need to own the game to play the modified version anyway, he changes his position to: - It's "silly" (I do believe that was the point of this exercise) - It has "no novelty" (actually, I think that's exactly what it is: novelty) Then, finally, he evolves into: - "Well, you could release it, but no one will want to play it." Meanwhile, there is now a thread full of people commenting on it, trying it out, and a few of them having a good laugh, including myself....hearing that constant groan every time another Baron appears. heh. Imagine telling someone not to reproduce a modified version of a level in a game already available for free, which requires the official software to play.....on software that has official source codes publicly available....for free.......for a game that was released in 24 years ago. Worst type of forum post, right there.
  9. EDIT: You don't have to bind to "swim up" -- just "jump" and even if jump is disabled, it still lets you swim up. I know....testing it with bots was a nightmare but it was funny to just see them sometimes RIGHT after they spawn....right into the drink lol. Binding something to swim up should work, but I'll test more. Also, I have to reduce my usage of FIREBLU...someone was saying it's an inefficient texture in some way or something...I forget exactly what they were saying. But I think that's what's causing the choppiness in software mode. In any case, some tweaks are in order and those will probably be completed this weekend. If there are any levels you weren't a fan of, I can look into it and see about making some adjustments. Any favorites? -Kevin
  10. Had a great time, folks! Looks like some changes are definitely in order for a few of the maps. But I think it's safe to say that most of them went over well. HAve a nice night!
  11. What in the hell are those symbols?!?!? haha
  12. As the creator of the wad, I hope you all enjoy this. Most of the maps have had significant facelifts as far as visuals, and of course more of the areas are condensed/connected than before to make it more ....deathmatchy? Any feedback afterwards is welcome/encouraged.
  13. KevvyLava

    Classic Deathmatch Redux

    I HAVE CLEANED UP THE ENTIRE WAD! Please see the most updated download link, @Zillah. Gee that didn't take forever, did it? haha https://www.dropbox.com/s/ubnixn812lxujc6/KevinDM-F.zip?dl=0
  14. EDIT: Final version of the wad (Version F), which includes a lot of significant updates: https://www.dropbox.com/s/ubnixn812lxujc6/KevinDM-F.zip?dl=0 Map # : MAP01 - MAP30 Single Player : Yes (test only) Cooperative : No Deathmatch : Yes (8-10 DM starts on each map, best with 4-6) New Music : Yes Port: Zandronum, GZDoom, LZDoom 01. E1M1 [Hangar] - Mega Man 9 - "Hornet Dance" 02. E6M3H [American's Legacy] - Mega Man 2 - "Air Man" 03. MAP18 [The Courtyard] - Chrono Cross - "Dead Sea ~ Tower of Destruction" 04. E4M4 [Unruly Evil] - Battletoads - "Surf City" 05. MAP11 [Circle of Death] - Final Fantasy VI - "Slam Shuffle" 06. MAP24 [The Chasm] - Metroid Prime 2: Echoes - "Hydrodynamo Station" 07. E4M9 [Fear] - Life Force - "Temple Stage" 08. MAP04 [The Focus] - Streets of Rage - "Stage 1" 09. MAP01 [Entryway] - Mega Man 3 - "Hard Man" 10. MAP09 [The Pit] - Mega Man 5 - "Dark Man" 11. E1M5 [Phobos Lab] - Tetris [NES] - "Music C" 12. E4M1 [Hell Beneath] - Chrono Trigger - "Arris Dome" 13. MAP14P [Genesis] - Streets of Rage 2 - "Dreamer" 14. E1M4 [Command Control] - Duke Nukem 3D - "Aliens, Say Your Prayers!" 15. MAP02 [Underhalls] - Chrono Trigger - "Underground Sewer" 16. E3M3 [Pandemonium] - Castlevania III: Dracula's Curse - "Anxiety" 17. MAP07 [Dead Simple] - Teenage Mutant Ninja Turtles [Arcade] - "Scene 1: Fire! We Gotta Get April Out!!" 18. MAP03 [The Gauntlet] - Streets of Rage 2 - "Wave 131" 19. E2M2 [Containment Area / Unto the Cruel] - Final Fantasy VI - "Phantom Train" 20. E1M2 [Nuclear Plant / Hangar / Central Processing] - Sonic The Hedgehog 2 - "Chemical Plant Zone" 21. E4M5 [They Will Repent] - Zelda: Ocarina of Time - "Forest Temple" 22. E3M6 [Mt. Erebus] - Super Smash Bros. Mêlée - "Brinstar" 23. E1M4H [The Guard Tower] - Heretic - "The Guard Tower" 24. MAP16 [The Suburbs] - Teenage Mutant Ninja Turtles - "Shredder's Base Inside the South Bronx" 25. E1M3 [Toxin Refinery] - Sonic The Hedgehog - "Scrap Brain Zone" 26. E1M6 [Central Processing] - Super C - "Area 8" 27. E3M2 [Slough of Despair] - Zelda: Twilight Princess - "Faron Woods" 28. E2M3 [Refinery] - Double Dragon II: The Revenge - "Mission 7: Trap Room" 29. MAP06 [The Crusher] - Castlevania III: Dracula's Curse - "Aquarius" 30. E1M7 [Computer Station] - Streets of Rage 2 - "Main Theme / Stage 8" Title Music: Sonic & Knuckles - "Death Egg Zone Act 1" Intermission Music: Mega Man 4 - "Stage Select" Story Music: Streets of Rage 2 - "Spin on the Bridge" End Music: Streets of Rage 2 - "Go Straight"
  15. KevvyLava

    What is this?........A Siege for Ants?

    Felt more like a wad for ants (to me). :(
  16. KevvyLava

    What is this?........A Siege for Ants?

    Some of the textures aren't loading and I'm not sure why. I'm dragging the file onto LZDoom and for whatever reason, I'm getting a bunch of checker-box textures. Any ideas? Nevermind, it looks like the extra wad is the missing textures.
  17. KevvyLava

    Cave time - A short set of 3 Maps

    Regarding midi's, I was able to use a program to make minor edits to the ends of some to make them loop a little better. Here's a bunch of midi's that should work in case you want some that loop decently. https://www.dropbox.com/s/ules84qwscly475/midi.zip?dl=0 I used a bunch in my recent Classic Deathmatch wad that I've nearly completed.
  18. KevvyLava

    Cave time - A short set of 3 Maps

    This was such a nice experience, and reminds me of how older maps used to be. There's an "arena" feel but there are little areas that have their own personality. There's so little that I would change, so I'll spare you that with one exception: In the final map, maybe you'd consider changing the types of monsters that spawn after each key? It became a bit predictable... "Welp, time to take out some more chaingunners on pedastals, then kill the hitscanners, then kill the imps and cacos. Maybe it'd be cool if there was a different class of enemy that showed up? Wave 2 could be lost souls and pinkies (making rockets hard to use) and Wave 3 could be barons instead of hell knights, accompanies by revenants on the pedastals? Something to mix it up. Really nice work, and I enjoyed hearing the Sonic music. The songs on the 2p Vs. Sonic 3 are ones I wanted to include on maps, but it bothered me that I couldn't get them to loop correctly! You have no idea how much time I spent trying to follow tutorials that would trigger loops in the midis, to no avail.
  19. I thought this map was fun. Nice and simple oldschool style map. Could use a tad more ammo at parts. But a good map, for sure.
  20. KevvyLava

    Hell City Remastered (V.1.2) [MASTER LEVEL RELEASED]

    The area with the lava, 4 giant pillars, and in the center you need to use a Red Skull Key, but I cannot find one in that area. And there's no way to go back. If I jump in the lava, it respawns me back on the main part with like -15 health or something.
  21. KevvyLava

    Hell City Remastered (V.1.2) [MASTER LEVEL RELEASED]

    I'm usually such a skeptic, but this was seriously impressive work. The only thing that I couldn't figure out was how to get out of the big open area with the giant corridors/lava pits where you need the red key to advance. Somehow I got there without a red key and couldn't go back for whatever reason.
  22. KevvyLava

    My First Doom Map: Planet of Pests

    To be honest, I wasn't a fan of it in its current state. Too much teleporting around and too many strong enemies in close quarters. You could make the rooms bigger or take a few enemies out, maybe? The excessive teleporting was confusing and didn't really seem to have a point. It's fixable in my opinion, and it's decent for a first map. Spread things out, add a few corridors to connect rooms, and maybe a few traps, and you might have something going. Not bad.
  23. KevvyLava

    Classic Deathmatch Redux

    @Zillah Fireblu may indeed be part of the culprit, but it doesn't lack on hardware mode, just software mode. Don't most people run on hardware mode? Of course I can change it, too. Before I ask them to host the wad, I want to see if I can make something decent out of MAP29. I hope you recovered your PC out of the toilet. haha. And I appreciate the detailed feedback. If you decide to give it a go with family/friends, through some feedback my way. I tested the hell out of it with bots, but .....they're bots. ha The situation with liquid floors is that water, blood, and mud never damage, but slime and lava does. It's very life-like and realistic in this way lol. There are only a few maps with slime or lava. But I'm open to suggestion. I'm glad you liked the music choices. I put a lot of effort into finding songs that would suit each level. The volume is a little high/low on some, but I don't really know how to easily edit that stuff. You keyed in on the main point of this project: to take the levels that we all know and love and organize them in more deathmatch-friendly layouts. -Kevin
  24. KevvyLava

    Classic Deathmatch Redux

    Record yourself repeating what you said, and then upload the audio. Save yourself the time. haha
  25. KevvyLava

    Classic Deathmatch Redux

    Ah, so it appears that the website you linked will host wads too. Cool. Admittedly, I hadn't gotten to the point of clicking it; only read your post. haha. I'll look into it!
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