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About Deadwing

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  1. Deadwing

    Doom 1 Doesn't Hold Up Anymore

    IDK, Doom 1 still feels a lot immersive for me. Of course, it's not as spooky as before, but the experience has changed for something else which is still as good as originally. Doom 1 doesn't have really strong combat elements (unlike its sequel), but fortunately, Id games (kinda) recognized this and focused on exploratory level design with incidental combat instead of an actual combat-like layout (arenas and setpieces, which was more present on Doom 2). And the atmosphere still works great. Techbases and hellish landscapes are still fun to explore and go through. Fighting the enemies are fun as long the design allows the player to move, quickly kill the enemies and get flanked by others smartly placed on its labyrinthic design. Doom 1 has that, and some PWADs heavily inspired by it (like Deathless) also does it and it works great for me.
  2. That's a nice experiment haha For me, it depends. It the midi was used in an earlier map, I also would say no. If the midi was used first in Misri Halek, and then again in a supposed later map, I don't see it changing too much Misri Halek experience.
  3. I enjoy it a lot. It helps to create context through the whole mapset and makes the whole experience more memorable. Also, hearing a midi only once (even if it's in a large map) sucks, tbh, especially when it's a very good one.
  4. Deadwing

    doom episode 2 :(

    I didn't enjoy it at first, but now it's my favorite one.
  5. Deadwing

    Tinder: have you used it? Do you recommend it?

    Yeah, although I didn't get any results. I went on a date once and it was boring as fuck lol (she wasn't enjoying at all nor I was) It doesn't help that I'm not very good at dealing with this kind of stuff, though
  6. Deadwing

    How important is it to test maps with mods?

    Nah, I only test my maps on zdoom/prboom to the exhaustion and there are still tons of bugs people find. I don't have the necessary energy nor the time to test everything with mods. >.<
  7. Deadwing

    Moving level/map from one wad to another

    I normally go into XWE and rename it the slot I want it to be in the other wad, then I go into Doom Builder and go File -> Save Map Into and select the destination wad. There's probably a better way to do that, though.
  8. Deadwing

    Any fellow Brazilian mappers?

    Opa, sou brasileiro também :D Isn't Archi also Brazillian?
  9. Deadwing

    What would you consider a "good" megawad?

    As for myself, I enjoy megawads with a strong sense of progression, context and which is composed mostly by shorter maps bar few exceptions. For progression, it needs to have some evolution from the ideas presented in the early maps. A very basic sense of progression is techbase -> hell, but anything will work, as long as the later episodes feels like an evolution of the early ones (ex: moon in valiant and heaven on eviternity). This also applies to gameplay. It doesn't need to start with weaker enemies and then introducing each one later on, but it can present some more robust and more difficult setpieces and encounters. It needs somewhat to tell a 'story' with a climax even if the mapset itself doesn't have a story hehe Context means, imo, that the whole mapset needs to feel integrated, with some design ideas being followed through the whole mapset, or you'll feel like just playing some collections of maps. One-man megawads definitely helps giving a strong sense of context, even though it's quite challenging for the mapper to have different and equally strong ideas. It's also important, for me, that the soundtrack follows a certain 'style' and its volumes are balanced (or at least not have midi's that are a lot louder than the others) At last, I enjoy shorter maps because 32 maps are a lot and I think some hours are more than enough for a megawad experience (bar very few exceptions). Sometimes an epic map in the middle does a big difference though, especially to add variations and some pacing.
  10. Deadwing

    What is your best map?

    Probably Exomoon's map 18, I guess. First time I've tried making some larger scale setpiece, which was pretty cool. It's also my biggest map too, and even with some non-lineary, I didn't found any player which got lost, which is a huge plus for me haha I also enjoy Moonblood's map 29 and Iron Keep's one too.
  11. Deadwing

    The DWmegawad Club plays: Deathless

    Gotta make things more disputed: +++ESP2
  12. Deadwing

    Why Doom 2 level design feels a lot inferior to Doom 1?

    Some maps were gimmicky, but tbh most of it is pretty good. From the hated Inferno episode, I really really love maps 26 to 29, for example. Most of City levels plays well too, with Downtown and Courtyard maybe being exceptions.
  13. Deadwing

    [Beta] Ozônia: 11 plutonish maps [+1.3 Release]

    Version 1.3 is ready to play! Download here: https://www.mediafire.com/file/t57dqb3sotm8gpv/ozonia-1.3.zip/file This will be the last release before I start working in the next episodes (III and IV). There's a ton of changes, especially regarding ammo, monster and pacing changes, although I don't think it's worth playing if you've already played it. I've tested it in -cl 9 and everything worked fine! Also, in the last level, I've added a new dehacked monster (he appears only in the very last setpiece replacing the repetitive 4 arch-viles setpiece), which uses the Hellion sprites. I'll definitely use him more in the next episodes. I might add another dehacked monster, but it'll probably be used only in the latest episodes, I guess. Anyway, for now, I'll probably take a short break and think about some cool concepts for episodes III and IV. I'll also compose some new tracks for some of the earlier and later maps, although I think there's space to use some Exomoon and Moonblood tracks here. I'm also thinking about inviting some guest mappers, so the whole experience doesn't get too repetitive and also to reduce a bit the workload in my side haha, IDK. I guess I'll add 1 guest map for epi III, 1 for epi IV and a slaughter-lite one for slot 32, at least for the next batch of maps. Regardless, thanks a lot for playing it and giving feedback, guys! :)
  14. Deadwing

    Enemy encounters

    This is a quite wide question, because you can do it in many many different effective ways. If you want to do a sort of IWADish incidental combat, I would recommend focusing on low hp monsters (imps, former humans, sergents and chaingunners) and placing them in strategic points, such as a sniper point or in places where it can't be initially spotted (aka you open a door and there's a group of enemies <- avoid this, plz). Try to look at your layout and try to guess how the player will react, especially what are going to be his safe spote. If you can't find anything interesting, don't be afraid to change your layout so you can make a more interesting encounter. Avoid at any means battles where the player can solve it by simply staying in one place the whole encounter. Also be very careful in using enemies with higher hp (pink demons onwards) or larger groups of low hp foes: If the player takes too much time to take them down and he is in a safe spot, it will be inevitably a boring fight. For me, a good encounters means the players is always moving, quickly taking down foes and is aware of the map's layout, always avoiding getting ambushed. For easy and fun fights, giving an early chaingun and/or a rocket launcher will make lots of players happy too haha
  15. Deadwing

    Post your Doom textures!

    Damnit, these two are too good to not use D: