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Everything posted by Obsidian

  1. Obsidian

    Does anybody really value Cacowards?

    I certainly do. :3
  2. Obsidian

    The DWmegawad Club plays: MAYhem 2020

    Another soul has been claimed. Now seems like a good time to do a post-mortem write-up of my contributions, so without any further ado... MAP18: Spire in the Cascade of Glimmers As has been pointed out, the name is indeed a reference to the name of BtSX E2: initially it was just a placeholder name, but nothing more suitable occurred to me and the name stuck. The map itself was mainly an excuse to play with the (quite frankly excellent) pipe midtextures in LostRes.wad, with the map design process beginning with the central tower and gradually spreading outwards into the other structures. It was fun to play with verticality for this and my usual "stream of consciousness" style of mapping was given a somewhat new playground in regards to building the structures present. For some reason I ended up limiting myself to 10 sectors as a (somewhat unknowing) homage to the inspiration for this project: it took a fair bit of elbow grease and it meant that I had to skimp out of secrets, but it was ultimately rather gratifying to know that I could pack this much action and visual flair into such a restriction. If I were to make changes I'd like to have the gameplay focus be a little less land-bound, with a bit more jumping between buildings and exploring the vertical space, but all told I'm quite chuffed with the overall map. MAP44: =D Oh cripes, this thing. This map was one of the more difficult to get out the door (to the point where I took a breather from it and made a completely different submission in the meantime) and even now there's things that I'm not happy about in regards to it. The ending in particular is a sticking point for me in that it peters off after the second wave of Archies, but at the time I was running low on inspiration and was trying to get the map over and done with. Not that I regret the map overall or anything, mind: the various midtextures that I utilized were quite fun to play around with and getting a chance to wreak havoc with conveyer belts was a rather delightful experience, the barrel "puzzle" in particular being quite fun to jury-rig. It was just a case of running out of steam and being a little sick of looking at the map by the end of it, especially considering the various technical hiccups and bugs that accompanied it. I'm much more fond of the next map. MAP48: Subterfuge This map idea was pitched by someone on Discord who sadly wasn't able to participate: they envisioned a map with a sparse amount of monsters that disappear as the map itself disintegrates around you and in lieu of them being able to contribute I decided to take a stab at it on a whim. Thanks to @Doomkid for the music BTW: I was browsing DW looking for suggestions for eerie MIDIs and I came across a rather excellent suggestion. :D A lot of this map is basically atmospheric setup with a little bit of platforming to keep you on your toes: any monster that you see will either die instantly or vanish. I honestly wish I could make more maps like these, ones that play with your preconceived notions of gameplay and can still (hopefully) deliver an interesting experience. As bite-sized and high-concept as this map is, it's still somehow one of my favourites. As for the Icon: at the time of making Subterfuge there weren't any clear candidates for the final map of the main set and I wanted to make sure that we could have some sort of way to round things out. The concept is pretty simple: run to the end before you either get telefragged or your way gets blocked by the spawned monsters. It was a concept that could work even outside of MAP30, considering that the monsters were only meant to be ways to bar your passage and them being stuck didn't really matter all that much. As it turns out it wasn't all that needed (forty-nine submissions, still blows my mind) and so I put it at the end of the bonus maps to round them out instead.
  3. Obsidian

    The DWmegawad Club plays: MAYhem 2020

    Apologies, that was me: I honestly thought it was an oversight as opposed to a deliberate decision, considering the general public consensus towards inescapable pits and where they can be, erm, shoved. I can remove them if you wish: by the sounds of things there might be enough reasons to upload an update.
  4. (Thanks heaps to @Dragonfly for the logo!) Welcome to MAYhem 2020: Something Something Hindsight! For the uninitiated, MAYhem is a community project started way back in 2012 by TheMionicDonut with unique mapping themes and limitations introduced in each year's iteration of the project. Sometimes the maps have only two types of monster, sometimes they look like Mario should be hopping around them collecting coins: all in all, there's been a delightful variety of MAYhem over the years. This year we look back to the Dooming days of yore, when people were buzzing about Mordeth E2 development and the word "Zandronum" was nothing more than an exercise in linguistic nonsense. In particular we look back to the 10 Sectors competition, a contest started in the year 2000 to make the best possible map in Boom format using only (you guessed it) 10 sectors. This year will see MAYhem 2020 reviving this classic mapping challenge, with a twist. We are mapping for Doom 2 in Boom format (complevel 9). Please test your maps accordingly. Difficulty settings must be implemented. Co-op starts must be present in each map: mapping with co-op in mind to some degree is encouraged, but it isn't the main focus. Each map can contain no more than 20 sectors. If you need a primer on how best to make your map under this limitation, take a look at 10sector.wad and 10secto2.wad to get some ideas. The texture set of choice is here: this is a compilation that adds textures from Doom 1 and the various alpha and beta textures from Doom 1's development cycle. Thanks to @Xaser and @NaturalTvventy for their hard work! Custom textures can be requested for addition to the resource, so long as they aren't too extensive and match the themes that the existing textures have. Composite textures on the other hand are fair game: if you wish to make a new texture using the patches available, you can do so and simply add the first 3 letters of your name to the start of each texture you make to avoid any confusion or naming discrepancies. Try not to go too overboard, of course. You have the entirety of May to work on your map (or maps), with the deadline being May the 31st at 11:59pm Yankee Time Zone (Y): in other words, the last possible timezone where it can still be May. Here's a timer if you'd like an easily readable measure of the time left. Testing Beta 1.0 Testing Beta 1.1 Testing Beta 1.2 Testing Beta 1.3 Testing Beta 1.4 IDGAMES LINK
  5. Obsidian

    Post your favorite album art.

    A couple of gross ones (NSFW): And something a bit less gross:
  6. Obsidian

    The DWmegawad Club plays: MAYhem 2020

    Heh, I thought that map was pretty good too and were it not for the veritable deluge of maps that we got this year then it probably would be in the main line-up. As such, it had to be shifted back to make room for the newer mappers: Impie was one of the few that submitted multiple maps to the project and so I had to make an executive decision as to which map of his would make it into the 32. I'd like to hope that I made the right decision in that regard. :)
  7. Obsidian

    [Limit-Removing] - Zeramida (v.1b)

    This. This is that good shit, that shit that I crave. I can see the Epic influence here, but I can also see shades of Nightomb and Gravity in regards to the indoor and outdoor areas respectively. Really cool stuff, has a good sense of structure to it and the gameplay is right up my alley.
  8. Obsidian

    A sad photo

    Just remember, the impact that he left on the Doom community still lingers with us: goodness knows how many mappers he inspired with his unique mapping flair and proficiency, not to mention all the mapsets named after various bladed instruments. :P Don't be sad for what could have been, celebrate what is and what could be!
  9. Obsidian

    The DWmegawad Club plays: MAYhem 2020

    Much like Dac, I'll be leaving post-mortems on my maps when/if they're covered (if in the case of the bonus maps). Here's hoping that y'all enjoy your time with this year's offering. Aw shucks~ x3
  10. Obsidian

    MAYhem: 2020 Edition - On Idgames!

    @4MaTC is the guy you wanna talk to about that particular subject.
  11. Obsidian

    The DWmegawad Club plays: 1000 Lines Community Project

    Chucking an incredibly predictable suggestion in for consideration for next month's DWMC thread. :P
  12. Obsidian

    MAYhem: 2020 Edition - On Idgames!

    Link is in the OP!
  13. Obsidian

    MAYhem: 2020 Edition - On Idgames!

    SPEAK NOW OR FOREVER HOLD YOUR PEACE! I'll be uploading at the end of today if there's nothing left that needs fixing.
  14. Well well well, what do we have here... Maskim Xul is a project I started around mid-2014 and in its 3-year lifespan has been the most erratic and peculiar wad I've ever worked on thus far. The project was my attempt to accomplish 2 things: -Create a decently large map as opposed to the small ones I'm accustomed to. -Satisfy my incorrigible fetish for bookshelf textures. Mmmm, books.... Only time will tell if I've succeeded. The wad is for Boom format and utilizes a rather large amount of DeHackEd, as well as a ZDoom-exclusive OGG for the main attraction (courtesy of Eris Falling and his extremely well honed composing skills). Expect new textures, new enemies and even some new weapons to aid you in the combat. But most of all, expect the unexpected... Which would then make it not unexpected anymore....so if it's expected, then what would be unexpected...hrm... Anyway, despite the hideously long build time this is still very much a beta release: MAP02 isn't completely balanced and MAP03 is still in development (you won't find it in here, in case you're curious). As of yet I still need some TITLEPIC and INTERPIC art, along with the other trappings that go along with them. There's also no MP or DM catering and no difficulty settings either: all things considered, I'm lucky enough to have finished making the map and I ain't gonna push it. It's been tested in PrBoom+ and ZDoom for bugs, but there's always a chance that something's fallen through the cracks during development. Development has finally finished! This'll hit the archives in about 24 hours a week, barring calamity. Annd....I think that's about it. I'd recommend you save just before you exit the map: I'm hoping expecting to have this finalized and on the archives by the middle of November and when MAP03 hits....well, I'm just as excited as you. FUCKING PSYCHE, FINISHED 3 DAYS BEFORE THE CACOWARDS Heh. Holy shart, it's a link. Holy Shart 2: Electric Boogaloo! Holy Shart 3: The Awakening of the Revenge of the Vengeance of the Resurrection. THE FINAL RELEASE CANDIDATE ...well, almost. MOTHER FUCKING ARCHIVE LINK oops its an update DONE! Enjoy!
  15. Obsidian

    MAYhem: 2020 Edition - On Idgames!

    And with that, we have the next (and potentially final) beta! Let me know if anything slipped through the cracks, otherwise I'll pop this up on the archives in about a week. Cheers again to everyone that made this possible.
  16. Obsidian

    MAYhem: 2020 Edition - On Idgames!

  17. I'm Obsidian and I approve this message.
  18. Obsidian

    MAYhem: 2020 Edition - On Idgames!

    Alrighty! After looking through the feedback @Keyboard_Doomer has helpfully provided, I went through the maps myself to do some fixes. Some things are a little too extensive or fiddly for me to take care of though, so it'd be definitely appreciated if @Dragonfly, @Scorpius, @4MaTC, @Aurelius and @Snikle can update their submissions accordingly.
  19. So how did the event go? I'm still collecting feedback for the moment and it'd be good to have as many bugs as possible ironed out before putting MAYhem 2020 on the archives.
  20. Obsidian

    MAYhem: 2020 Edition - On Idgames!

    Quick status update: I'm currently waiting for the next Thursday Night Survival, which should be covering the second half of the 1.3 compilation. Once that's done we can nab any remaining co-op bugs and get this thing fully polished and ready to place on the archives. Home stretch! *Knocks on wood*
  21. Obsidian


    Depends. How much do you pay?
  22. Obsidian

    Am I the most hated member on Doomworld forum?

    I'll tell you this for free: threads and posts like these don't help your case. If this is something that you're genuinely concerned about, then I would recommend stepping away for a little while and thinking about why people react to you in the way that they do. I wouldn't say that you're the most hated member on Doomworld or anything like that - as far as I can tell your posting isn't inherently malicious - but it's possible that your demeanor has the potential to be irritating to some people. Take a step back for a little while and think about the situations and circumstances that have caused you to reach this point: it'll be beneficial to you in the long term
  23. Cheers to @Keyboard_Doomer and crew for playing through this year's MAYhem! Let me know if you guys found any glaring bugs in version 1.3.