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About Rayziik

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  1. Rayziik

    Judgment - 32 Map MBF21 Megawad (RC1)

    Thanks for the report. I'm going to fix this and another critical issue on MAP31 and release a minor bugfix version.
  2. Rayziik

    Judgment - 32 Map MBF21 Megawad (RC1)

    Thank you for the reports, that switch being wrong is something I would've never caught honestly! Thanks for playing! I wasn't aware you streamed, else I would have hopped in if schedule permitted!
  3. Rayziik

    Judgment - 32 Map MBF21 Megawad (RC1)

    Thanks for the demos, they've been extremely helpful!
  4. Rayziik

    Judgment - 32 Map MBF21 Megawad (RC1)

    Finally had a chance to sit down and watch. Figured out a bunch of stuff from it, took plenty of notes for more stuff to fix and some things to change. Thanks for playing! I was very afraid that MAP11 would be controversial in a bad way, so hearing praise for it is very unexpected. I'm sure the other part of that map was crazy as well. Good catch. It is indeed an intentional change.
  5. Rayziik

    Judgment - 32 Map MBF21 Megawad (RC1)

    It will definitely be on my list, but it likely won't happen until a final version is released. Maintaining two versions is a lot of extra work for little gain in the short term. I'm really glad you're enjoying it so far. Honestly the early maps are the ones I was most worried about quality wise. And I must thank you for testing Woof!, I'll make sure to credit you for your efforts.
  6. Rayziik

    Judgment - 32 Map MBF21 Megawad (RC1)

    Real life started eating up most of my free time around the end of 2016, so much so I was only able to do 1-3 maps in a year. Getting it wrapped up is so relieving though. That's good to hear, more working ports is always better.
  7. Rayziik

    Judgment - 32 Map MBF21 Megawad (RC1)

    I'm relatively certain Zandromum doesn't fully support everything necessary for the MBF21 standard. You should try using the latest GZDoom instead. It is indeed the only one, specifically an updated take on one of my earliest maps.
  8. After 8 years of development, it's finally ready. Judgment is a 32 map megawad that makes extensive use of Dehacked features to modify existing monsters and implement new monsters and mechanics. All difficulty settings as well as multiplayer are implemented. Deathmatch support is implemented, but remains completely untested. This project uses Doom 2 as an IWAD and requires a source port that supports the MBF21 standard. Every map was tested in DSDA-Doom 0.21.3 and GZDoom 4.7.0 using hardware rendering. Other source ports that support the standard should work as intended, but haven't been tested. Please report any issues so they can be resolved! Judgment focuses on two facets of gameplay: pressure and set-pieces. The gameplay is centered around pushing and pulling you into different situations to which you have to use your skills to respond. Conversely the harder you push the harder it will push back. Sometimes knowing when to pull out is the best choice and will mean the difference between dying and getting through. Between the various set-pieces is a healthy amount of incidental combat to keep you on your toes. Think Plutonia painted with a modern brush. I like to think this project represents a timeline of my mapping style as it has evolved over the last eight years. The first map was made in the summer of 2013, and the final map was completed in the fall of 2021. Originally the project was targeted at Boom compatibility with a few minor Dehacked edits, but was eventually lifted to MBF compatibility to allow for more extensive changes. With the recent release of the MBF21 standard, the Dehacked was rewritten entirely once again into it's final state. Par times reflect a rough average of my best UV-Max times while testing the maps. = Pictures: (linked thumbnails) = Downloads: Judgment - Release Candidate 1 (10/18/2021) Judgment - Release Candidate 1 w/Bugfixes (10/20/2021) = Design Notes: Maps are all tested from pistol start, although minor consideration was made for continuous play with regards to progression through individual maps. Currently known to work fully with DSDA-Doom 0.21.3 and GZDoom 4.7.0. It has been reported to run fine in Woof! as well. The Doom 2 Minor Sprite Fixing Project is integrated into this Project: https://www.doomworld.com/vb/post/1126249 - Weapon Changes: Pistol has been replaced with a Rifle, it fires faster and is perfectly accurate Chaingun has been replaced with the Minigun, it fires much faster but is always inaccurate Plasma projectiles look sleeker and sound quieter BFG-9000 sprites have been changed to the BFG-2704 - Monster Changes: Imps are renamed to Dark Imps, their projectile attack has changed to Lightning Balls Demons/Spectres now move faster and attack faster Cacodemons launch two attacks in quick succession, but the Lightning Balls do slightly less damage Barons of Hell are renamed to Lords of Heresy, they launch two attack in quick succession Lost Souls are renamed to Forgotten Ones, they now move slightly faster and will immediately attack on sight, but their health and damage are lowered Arachnotron's radius/width has been shrunk down to accommodate tighter spaces Pain Elementals now have a chance to immediately retaliate after the pain state and will spawn an extra Forgotten One upon death - New Monsters: Former Marine - Tougher Former Human who fires repeatedly while the target is in sight Former Captain - Tougher Former Sergeant who fires repeatedly while the target is in sight Former Shock Trooper - Tougher Former Human who fires plasma bolts repeatedly while the target is in sight Former Brute - Tougher Former Sergeant who has an SSG Baby Cacodemon - A baby Cacodemon with a smaller, weaker projectile attack Fallen - A fast, flying demon who launches Revenant Missiles from above Azazel - A bulky goat demon that launches a pair of even wider arcing Mancubus Fireballs Wraith - An extermely fast Imp-like demon that only uses melee attacks and can teleport short distances Nightshade - A floating demon with a unique bouncing projectile attack that can't be revived by an Archvile Archon of Hell - A strong and bulky hell noble with multiple attack patterns and an explosion on death that can't be revived by an Archvile = Map List: = Changelog: = Known Issues: = Credits: Additional credits are included in the .zip file. More entries will be added as time goes on.
  9. Rayziik

    what resolution do you play doom on

    3840x1600, ultrawide in 24:10 flavor. Added bonus, 144hz for butter smooth motion.
  10. Rayziik

    what are you working on? I wanna see your wads.

    Indeed it is, in fact, it's the last map I need to finish.
  11. Rayziik

    what are you working on? I wanna see your wads.

    Personally I think pink looks a little bit mystical. Still refining the layout though.
  12. Rayziik

    Using MIDIs of Copyright Songs in custom WADs

    Some of my Hellbound videos got ID'ed and have ads forced on them that are tied to whatever record label or company that owns the rights, and I don't even have monetization on. Honestly I don't mind that as much, they make their money and everyone else can enjoy the gameplay and videos. It would be pretty shitty if content creators risk losing their channels for something so benign as a midi iteration of a song.
  13. Rayziik

    Doom Pictures Thread 2020

    This pleases me. Can't wait to play it.
  14. Rayziik

    Doom Pictures Thread 2020

    I have a habit of making fancy arena areas, but since this is MAP30, I think it's forgivable. (Grid is 512px for reference)
  15. Rayziik

    Is UV-Max (on Doom 1 at least) really terrible?

    Can confirm, definitely is more entertaining doing the whole thing. However also hurts a lot more when some of the convoluted steps don't work out on a really good attempt. (Looking at you E1M5 red key timed door skip!)