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Deadwing

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  1. Deadwing

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

    Just finished the last map for Moonblood X :D So far it's going to be 23 levels (2 no-gameplay levels + 2 secrets + 19 standard ones). There's still a lot to do, though. I'll have to compose and fix some MIDI's, add secret areas and test the whole thing several times. Hopefully, by the end of this month I'll have a beta avaliable
  2. Deadwing

    What Do You Think of Wormholes?

    hmmm I don't think the map needs to have its major portion as secret, but I like the idea of secrets that goes beyond being a square room with the reward. I'm not sure if people like it though, but for me it would be interesting to find more experimental and weird setpieces as secrets, while the "reward" itself isn't that much important.
  3. Your progress is fast.
    Also on my project: I've made 14 maps so far and has concluded 17 maps should be enough (Doomwiki says >15 maps is already stated as megawad). Moreover, nowadays 32-map megawad sounds like a cliche.

    By the fall of 2016 I've planned 33 maps but the progress is very slow, because now I'm participating in many community projects (also speedmaps, you can check it out), and the quality of this submissions are even better than those which in my project. It does not mean that I give up, but I throw out potential improper maps.
    The reasons I shorten my project is: the making is turning to a slog, themes are starting repeating,Β this hinders other projects in which I want to participate, e.t.c.

    I will use MAP31 as final map (no secret maps), the intermission text should end the story.

    1. Deadwing

      Deadwing

      It's not that fast, TBH (or not as much as I wanted). I've been doing that mapset for one year at least haha Also, my levels are usually short and there's barely any detailing, so that's helps a bit making things faster >.<

      Yeah, there's not much need for 32 levels. I'm trying to keeps things without any filler or subpar level, so the experience remains fresh even in the later maps. I'm also using secret maps as normal ones πŸ˜›

      Β 

      Can't wait to play your new mapset, though πŸ˜„

  4. 20 levels done, two more to go πŸ˜„

  5. Deadwing

    [Release] Umbra of Fate

    I haven't played the level yet, but if the baron is introduced behind a door which you open, it doesn't sound dickish at all. For me, it would be dickish if it was a trap with no way to retreat and together with other monsters such as arch-villes lol
  6. IDK, at that time, if you placed 10 barons in a room, the mapper would consider this as a very difficult encounter, even if you could just go back and kill all of them behind a door. A more skilled player could also just stay there and dodge all their attacks, forcing a more proactive playstyle. On one way, that gives some control to the player, and this can be a good thing depending on his playstyle. Comparing with modern levels, some of them indeed doesn't give much options for the player to control the pace. You get in a room -> you're locked in (usually bars behind him or a trap which avoids you from retreating) -> you usually have two solutions to resolve the encounter: 1: Kill everything, then find a way to get out, or 2: If you have already played the level, you know how to run away and can effectively do it (not always avaliable, though). Some encounters features timed lockdowns, which are the ones that gives minimum amount of freedom lol Still, it is possible to find a middle ground too, and find ways that gives some control to the player but not that much. For example, instead of using bars, you could use a dropdown which you can go back by lift. A more proactive player would dive in and kill everything, a scared one would try to retreat, but he would need to activate the lift and survive until he gets to safety. Still, from what I've saw, if you put an obstacle to avoid the player to retreat, even if it's just a pool of pain sector, he probably won't do it, except if there's too much risk (he's playing without saves or the encounter is way too difficult) I don't think there's a right or wrong way, though. I guess people got tired of running away, though, and then mappers started focusing on forcing a more proactive playstyle from the players (which TBH has more interesting gameplay elements).
  7. If you don't like slaughter stuff, then don't play it. πŸ˜› Especially if its a secret level, meant to be optional. There are tons of very high quality stuff that doesn't feature any slaughter stuff at all. Personally I don't like this style of gameplay (to be more precise, "huge setpieces encounters envolving large and long fights in a very large level"), but let the people who likes enjoy it. I do enjoy a bit of slaughter-lite gameplay though (which I would classify as a larger setpiece in a normal level)
  8. It's just a tradition. Some other wads use the secrets slots for very different maps (like the wolfenstein maps for DII), and some use as slots for outtakes/isolated maps that didn't find a place anywhere lol Also, secret maps can be skipped. I usually don't play them because 30 maps in a megawads is already a lot for me >.>
  9. Deadwing

    Struggle (March 19. 2018: Beta 5 is available)

    I've started recording the whole thing and, so far, I've got 6 maps uploaded. I'm playing UV + Pistol Start with saves. I died a lot lol, but most of my deaths were mostly because of my really sloppy playing lol Still, from the last time I played the wad, things seems a lot smoother now, I think it's due to the balance changes you've made and my skill that improved a bit haha
  10. Deadwing

    Doom Wiki Month in Review (Issue #1)

    That's awesome, I definetly would like to see this more regularly :D
  11. Hard to say, I still think ID levels are still one of the best you still can play, although it is really hard to compare them, because nostalgia hits hard lol Still, ID levels have the right amount of chaotic + consistent design that its really hard to mimic. Even stuff like DTWID series, which did some really good designs, but at same time failed to provide more unique and memorable landscapes. Anyway, it took a lot of time to the community to produce something comparable, IMO. I guess, for me, Plutonia would be the first example, but after it I think the oldest wad I've fully enjoyed was the first Scythe. I could be wrong, though, but when I've played it (around 2006) I greatly enjoyed it and it felt a lot superior to most stuff I tried testing. A lot of other older stuff (such as AV and Hell Revealed) didn't do much for me, I would prefer to play IWADs anyday.
  12. Deadwing

    Help: Dehacked monster stopped attacking me

    Fuck, thank you so much >.< Why this? I would never figure that out >.>
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