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insanoflex312

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About insanoflex312

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  1. insanoflex312

    Are you an active DoomWorld Playtester?

    Count me in. I've gotten back into Doom lately Active/Partial Playtester: Active. Preferred difficulty: UV but I can test whatever. Number of maps in a set (Max/Min): No full megawads unless you want me to just play a few levels Genres don't like: BFG-fest Slaughter Preferred souce ports: GZDoom CrispyDoom Refused source ports: All others, sorry Demos or written comments: Messages and posts with as detailed of feedback as I can Contact (Personal forum thread/ Private message): DW Private message is fine
  2. insanoflex312

    MAP05 looking for feedback

    As a beginner, I STRONGLY recommend against creating an entire megawad. They're extremely time consuming to do all by yourself, and that's if you actually finish it. Take it from me. Make some smaller sized level packs and get lots of feedback so your skills can grow, then if you want to make a bigger project, go from there. Your skills will grow as you make your megawad because its so many levels that by the time you're at about level 20 or so, you'll look back to your old maps and want to redo them with the new skills you learned. Learn the skills first, then try a big project.
  3. insanoflex312

    Is this real?

    Is that what the banging on my door was?? I just thought it was the boogey man, but oh no, its so much worse....
  4. insanoflex312

    Doom 64 music alternatives?

    Oh nice, thanks for the heads up. Im really digging your tracks, its great work. Ill check out those others too. Got some projects in mind for some dark music
  5. insanoflex312

    Veranda - A dreamy, liminal, brutalist map

    The difficulty I would not call middling. Its pretty brutal, actually. Didnt like the enemies at the beginning either(don't want to spoil). I do adore the atmosphere, though
  6. insanoflex312

    [My first WAD] Same sh*t, different day

    Not really much of a fan of PB, but these were pretty fun, none-the-less. Pretty basic layout, room-to-room fights, but good for a first .wad.
  7. Updated the file, removing the recoil from weapons, in case anyone didn't like that feature. I'll be adding an option to turn it off for the final release. Just download this version and play it instead.
  8. insanoflex312

    Powerhouse 2

    I'm stoked. For real, the first one was such a trip
  9. insanoflex312

    powerhouse.wad

    This is literally the best ever. Easily above wow.wad in quality. I genuinely had fun playing it. Give mindblower119 an award, just not a caco ;) Advice? Play test your levels to see if they're actually beatable.
  10. I seriously cannot believe it was almost 10 years ago since I released not the first Hell Awakened megawad, but the first episode of Hell Awakened 2. Wowee! But, fans of the first episode will be very pleased to know that episode 2's new beta release will be tomorrow sometime around 3pm Pacific Time(UTC -8). BETA NOW AVAILABLE, see below! I'm currently looking for play testers for anyone interested, though I'll be contacting some directly who are in the play tester list here on Doom World. But, once released tomorrow, it'll be an open beta for all. I ask that you give feedback in DM ONLY(and please give feedback! Improving this map-set in its final stages is imperative) so as to not spoil anyone waiting for a final release to play. That kind of only goes for specifics, though, so if you really want to hype the wad because you enjoy it, go for it! Or the opposite as well. Current Features: Brutal combat on the level of Altars of Madness on HMP, so pretty hard but not far too hard. Difficulty settings have been implemented but not fully tested. Requires GZDoom. Not currently tested with any additional ports, though cross-porting would be really great to do. Nine levels that, until I figure it out, are only accessible either by starting a new game or using the console "map e2m#". Map 9 is a secret level, 8 is a boss, speaking of ... A new, yet familiar(if you've played the first Hell Awakened that is) Boss to end the episode. One extra new enemy compared the first episode, making four in total compared to Doom 2, not including the boss. All levels are completed, minus thorough playtesting. If you played the first beta release, play this one too, as many of the levels have been overhauled to some degree. Doom 64 and PSX music tracks, though for the final release, I'm planning on switching to something new, but with the same style. Until I figure out how to fix it, recoil from the weapons keeps mouse look aiming off. The map-set is designed without mouse look, but I really want to fix this as I know many people play with it on. Fixed. I'm dumb Link to the old beta thread for additional screenies and additional info is here Any additional questions can be asked here or in DM if you'd like to know more. Hopefully the full release will in February or sooner based on how much feed back I'm able to get. Thanks so much to everyone who has played and enjoyed any of my wads. Fixed known bug: Ending of E2M3 is marked as End Game instead of End Normal, so if you've already downloaded the beta, use the console (~) and type "map e2m4" to proceed VERSION 0.1.1b out! D64 style recoil: https://drive.google.com/file/d/13-pXd5h2xnjRg9WGwX_wVmrmidFrtG0Q/view?usp=drive_link No recoil: https://drive.google.com/file/d/1qz_PGU1hNc4qiu19JMKTkqm0-GRg1lfw/view?usp=drive_link I'd like to credit:
  11. insanoflex312

    1 Flat, 1 Texture - A Doom II map

    Just make the linedefs have the same sector definition and voila, invisible platforms. I feel like its lost technique from the olden days.
  12. insanoflex312

    Earth Base - Doom II (My first WAD)

    A big no-no for me is having doors go into the void. If you have sky ceiling and a door, make sure the height of the building or whatever you're making is at least as high as the door, otherwise it looks like the door goes into the ether. The combat is ok, though the red key route turns into a door fight, which was kind of boring. Also, the soulsphere secret was visible on the automap making it really easy to see. Use "Shown as 1-sided" in Ultimate Doom Builder for the door lines and "Hidden" for the other lines. The dark area was a great touch, along with having to fight your way back out. Good job there. Overall its pretty darn good.
  13. insanoflex312

    1 Flat, 1 Texture - A Doom II map

    The texture choice was very busy. I did like the floating blocks with the knights, though. I think the texture worked there, but everywhere else, not so much. Very flat lighting, and if you did add darker areas, the torch would look weird. Gameplay was weird, but interesting, and I had fun. Wanted something other than the SSG but after the full playthrough, I didnt really need it. Plenty of opportunities for in-fighting. Overall a good start I think. How many levels did you have in mind for this? I can definitely see 6-10 short levels with this concept if you keep experimenting.
  14. insanoflex312

    Doom 64 music alternatives?

    Finishing up my wad and I'm looking to replace the Doom 64 and PSX Doom tracks I'm currently using since they're copyrighted. Does anyone have any suggestions I could listen to? I found a pretty big collection from Immopher which is pretty good, but I'd like to find other sources. I'd really like music more like Runnin3 from MyHouse, something moody, creepy, but not entirely ambience. The project is GZDoom, so any format would fit just fine, MIDI or mp3/ogg.
  15. insanoflex312

    Infected Flesh - Newbie map

    Pretty fun map. Traps were nice, but you put a ton of ammo in. I think if you're going to do any under the hood editing you should use DECORATE instead of DEHACKED, if you're using UDMF. It's much more powerful, and you should learn it if that's the format you want to mostly work in.
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