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Rayziik

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About Rayziik

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    Judgmental Member

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  1. You could grab the new version and continue from episode 3 honestly. Most of the biggest changes are in the later episodes or involve the monsters/weapons.
  2. Rayziik

    [RC5] EVITERNITY II - RC5 Released!

    Good stuff. Made it to MAP11 so far. Big fan of the dehacked changes done to the first one's bestiary and all the new additions (so far) as well. I found a very minor mis-texture on MAP05, coordinates on this screenshot to show it's location:
  3. Turns out UDMF is not required! :) Mega-Violence is UV with "-coop_spawns" active. Ultra-Nightmare! is Nightmare! with "-coop_spawns" active. That's the only differences. You can use the same link as before to download. I updated a few very small things here and there as well, but nothing major enough to push a new RC entirely. Also if anyone has better names for the two difficulties, I'm all ears. I am not a very eloquent person...
  4. I'll look into it. I was under the impression that that would require UDMF to be used
  5. Uhhhh yea I must've forgotten about this at some point. I'll get to it soon (probably)
  6. NOTE: THIS IS NOT A SEQUEL Hello there, it's been awhile. Judgment: Retrial is an update to Judgment, focusing on fixing bugs and during the process making changes to gameplay, mechanics, monsters, and even a good few of the maps themselves. Most of the original is still the same, but all the known issues that unfortunately made it through the testing I did before /idgames have been fixed, and the pain points expressed by all the wonderful people I have been able to watch play and/or speedrun the wad have been alleviated (hopefully!). A teaser of what all has changed: - Weapon swap speed has been doubled - Chainsaw has been replaced with the Impact Gauntlet - All maps recieved more ammo - Provisions have been made for "-coop_spawns" to be playable as a new hardest difficulty - Ambient sounds have been added and used in almost every map - New decorations that fit aesthetics better on some maps are added  - And there's so much more!  I originally planned to carry all this out for NanoWadMo, but the project ballooned a bit more than I expected it too. It's completely coincidental that I released this on this day in particular. If you've played Judgment already, there's plenty of other things you can probably spend your time playing, but if you're itching for a replay I highly recommend trying it with "-coop_spawns" in your command line! Thanks to everyone who played the original.  = Downloads: Judgment: Retrial - RC1.1 (12/11/2023) • Mirror
  7. Didn't realize a thread for this was already half a month old. That said, I have a project in mind for this month that I hope I can get finished before the end of the month.
  8. While I have posted maps under a pseudonym before, I am inclined to agree with Catpho that the author is most likely Anonimvio.
  9. Another minor update to map 01. Mostly some visual error fixes, and a couple minor changes to a few monster teleport destinations. Map 01 should be considered final now. The download link has been updated again.
  10. Thanks. Do you mean these decorative areas? (pic in spoiler) They're marked as player-blocking on all edges. Maybe you were no-clipping or using the wrong complevel?
  11. A very unlikely, but still possible soft-lock was found. The download link has been updated again.
  12. There was a small visual error in the RSK area, that has been fixed and the download link updated. It's nothing gameplay critical so don't worry about updating if you've started a play-through already.
  13. TPWW is set to be an episode of unapologetic slaughter/challenge set-piece focused maps, mixed with combat puzzle-esque design philosophies, a small bit of story-telling, and just a touch of obnoxious switch puzzles. This release contains only the first complete map. Difficulty settings have been implemented. If you aren't someone who enjoys macro-slaughter and challenging set-piece type combat, it is highly recommended that you use skill 3 or skill 2. The intended experience of this project is to enjoy it. If you insist on playing on skill 4 and are not having fun or are not able to succeed, consider lowering the difficulty level. = Pictures: (linked thumbnails) = Design Notes: This project is only tested in DSDA-Doom, version 0.26.2 or newer. Any other ports that are MBF21 compatible should be able to run this project, but performance is not guaranteed. Jumping/crouching/free-look are not required or recommended, use at your own peril. Gameplay modifications are likely not compatible; this project utilizes Dehacked to include new decorations and monsters, and is balanced with these changes in mind. Again, use at your own peril. - Weapons Changes: The Fist does the same amount of, but usually less random, damage. The Chainsaw is replaced with a Sword. It also benefits from berserk. The Pistol is replaced with a Rifle. It is perfectly accurate, fires faster, and does slightly more damage. The Shotgun fires an extra pellet, and has a slightly tighter grouping, making it more reliable. The Chaingun is replaced with the Super Chaingun. It fires twice as fast as the original. - Monster Changes: The Specter is replaced with the new and improved Specter 2.0. The Lost Soul has only 60 hit points. The Baron of Hell has a 1-2 attack, making him slightly more threatening. - New Enemies: The Fallen; a fiery bird skeleton that fires revenants missiles. 150 hit points. The Martyr; a former human with a plasma rifle, fires in two shot bursts. 50 hit points. A Green Cyberdemon with 1200 hit points. More monsters may appear as development continues... = Downloads: The Pilgrim's Westward Way - Map 01 (7/4/2023) • Mirror = Known Issues: Apparently a column got lowered on accident in the RSK area... (fixed) Possible to soft-lock by skipping the north GSK area and backtracking into it from above after the final fight (fixed) = Credits: - Resources: The Doom 2 Minor Sprite Fixing Project is integrated into this Project: https://www.doomworld.com/vb/post/1126249 Most custom resources came from the repository at https://www.realm667.com/en/. A full list of custom resource credits will be compiled at a later date. Textures used come from 32in24-15_tex. The green palette range is used from the first Wormwood. The art and music are by a band named 'Slice the Cake'. The story bits are quotes and interpretations of their song lyrics. - Playtesters: @Meowgi @Master Medi @BiZ @Petyan @General Roasterock @Napsalm Shadowderpy
  14. Rayziik

    DBP Demo Thread

    DBP47: Dreamcatcher Apparatus Uses "DBP47_full.wad" for playback. D2ALL UV-Max in 1:11:11 dbp47ALLm11111.zip - https://www.youtube.com/watch?v=ggsBnLHIojY
  15. Rayziik

    Miscellaneous demos (part 4)

    Ancient Hatred MAP01 UV-Max in 7:23.09 ahatred01m723.zip - https://www.youtube.com/watch?v=7DhTqQol6Hw
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