Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Boared

Members
  • Content count

    26
  • Joined

  • Last visited

Everything posted by Boared

  1. Introduction In the summer I made three levels for doom II. The idea was to start a megawad, and I guess I am going through with that. The title is a placeholder, when I think up something cool I will let you know Features I have set aside some rules for myself, you could call them features, so I wont end up abandoning the project because of all the work. - Only uses classic doom II textures (I am thinking about using DOOM I textures as well and maybe (because I have a hard time living without it) the waterfall texture from Plutonia/TNT). - Levels will be medium sized and will take about 10-20 minutes to complete. - All levels should be completable from pistol start. - prboom-plus -complevel 2 compatible. - I haven't thought about music yet. Maybe somebody has a cool link for some nice music cause I know map01 music drives everybody crazy. - I will try to use a lot of texture variety in my maps to keep things interesting - For the moment there is no difference between difficulties (I know I am a lazy bum) - I am aiming for 32 levels Completed maps The names for the maps will come later. Also the map numbers are just placeholders for the moment map01 http://i.imgur.com/4jEpA.png map02 http://i.imgur.com/GKIEl.png map11 http://i.imgur.com/wqRWe.png map14 http://i.imgur.com/3jppt.png map22 http://i.imgur.com/ea33a.png Playtesting I would love to hear what you guys think of the maps. Both the positive and the negative. So if you happen to play a map please leave a comment so I can improve my mapping skills. downloadlink: http://www.mediafire.com/download.php?h8kdu9pyegfj8sd Cheers!
  2. Boared

    HYMN: Final Release, finally!

    You need to update to the latest zdoom http://zdoom.org/ Cheerio!
  3. Boared

    HYMN: Final Release, finally!

    Latest update on my map can be found here: http://www.mediafire.com/download/hsuu6zzfshjgbhk/boaredhymnfix1.wad Thanks for all the feedback and sorry that I haven't given any. Pretty busy till the end of june. Cheerio!
  4. Boared

    The DWmegawad Club plays: HYMN

    I also have an updated version for those who are interested. Fixed some bugs and added some extra areas. No skill implementation has been added yet. http://www.mediafire.com/?hsuu6zzfshjgbhk Cheerio!
  5. Boared

    HYMN: Final Release, finally!

    Here is an updated version of my map. I fixed some bugs and addes some extra areas. No skill implementation yet. http://www.mediafire.com/?hsuu6zzfshjgbhk Cheerio!
  6. Boared

    HYMN: Final Release, finally!

    The name for my level is Pathetic Reprimand. I am busy playing trough the levels. Hopefully I will have the time to fix some things. Also nice to see somebody else play the levels.
  7. It is so much fun to read the comments about my maps (I am Habich). I made these maps when I was 14-15 and for me they have that nostalgic feel. These where the first maps I ever made public and I still think I did a decent job (I still love to play them). Most of the flaws you mention are spot on. Some design decisions where awful and I must admit at some point I did feel sorry for you guys (the caco trap, never heard from max-uv). But the important part for me was that I had fun making the levels and sometimes I miss the simpler times. So thanks for making me laugh and insulting some of my designs. Cheerio! Habich
  8. I have been keeping track of progress but I was quite inactive for the past few months The busy life as a teacher makes for less free time. If my map is accepted I will bugfix/balance things. Hope we will get enough decently finished maps Cheerio!
  9. @cacowad: I didn't aim for realistic, I tried an artistic aproach. I kinda think it looks cool and original without being ugly (At least that's what I aimed for ;) ) Btw difficulty is not implented yet (forgot to mention that). As I said it's a rough version which needs some playtesting. Hopefully more people will finish their wads and I can playtest them :) Cheers!
  10. @ Egregor: I would like some critique cause then I can fine-tune the level @ cacowad: Looks nice but (there is always a but ;) ) in the last shot you should allign the textures properly @ Walter confalonieri: I was afraid of that because vanilla heretic can't cope with textures which are not 128 pixels high. The textures in the shot are 64x64.
  11. Here is a rough version of my map. Still needs some finetuning but I will do that later after some feedback. Screenies: http://i.imgur.com/TvqMg.png http://i.imgur.com/yqUhk.png http://i.imgur.com/qojsn.png http://i.imgur.com/KVmie.png Downloadlink: http://www.mediafire.com/download.php?8k1w7kjc7121w07 Cheers!
  12. I would like to have some feedback on this heretic level before I send it to newstuff. I tested it with zdoom (I did not use zdoom specific things) and it runs on E1M1. Screenies: http://i.imgur.com/SWzot.png http://i.imgur.com/ERE7a.png http://i.imgur.com/Suly9.png Downloadlink: http://www.doomworld.com/idgames/index.php?id=16990 Thanks!
  13. This level is now available on idgames: http://www.doomworld.com/idgames/index.php?id=16990 Next up: Currently working on a level for HYMN, the heretic community project (although I did not anounce anything yet ;) ) Still working on my doom 2 megawad, will resume work after the heretic break. http://www.doomworld.com/vb/wads-mods/61784-megawad-project-boared/ Cheers!
  14. Boared

    Megawad project: Boared

    I uploaded a new update with map 14. Comments are welcome! Screenies: http://i.imgur.com/3jppt.png http://i.imgur.com/m8d6E.png http://i.imgur.com/eQSGz.png Downloadlink: http://www.mediafire.com/download.php?h8kdu9pyegfj8sd
  15. Boared

    Overheat

    Just played your level today and it's a nice litte map. Not too hard, but also not dull. Nice detailing, looked like classic doom I made for doom II (but more detailed ofcourse). Music goes haywire in zdoom but plays nicely along in pr-boom+ (v2.5.1.3). Cheers!
  16. Played it on HMP, plays nice, looks nice. The only little gripe I can think of is the final battle, it was a bit dull. Nice work!
  17. Boared

    Megawad project: Boared

    I really enjoy watching your demos Memfis, they really give me insight in how other people play without knowing what is coming. About closing the way back. This is partly because I first wanted to make a real trap but figured the map didn't need it and partly because I really wanted people to visit that area and get the plasmagun. I will replace the invuln sphere in the last room and maybe mark the secret (Or remove it I don't know yet).
  18. Boared

    A map I need feedback on.

    You are a sadistic mapper, it took me 5 tries before I figured out the start (I kept moving :P). After that it moves at a nice pace although a little bit cramped. I am also a cautious player and I grabbed the blue key without setting off the (obvious :P) trap. I always try to set a little bit of a wider perimeter for the traps so the player can't skip them. Also I skipped the last fight cause i didn't find a rocket launcher or the secret BFG. I looked at the map in doombuilder and saw that if I don't spring the trap for the blue key I also don't deserve a rocketlauncher (which is only fair). Nice map, a bit to sadistic for my taste (yes I am talking about you instant teleporter of doom (thx memfis for the warning)).
  19. Lovely little map, was fun to play.
  20. Boared

    Megawad project: Boared

    I will post an update today or tomorrow adding a new map and hopefully fixing some of the bugs in the other maps. The new map is 95% complete. Screenies: http://i.imgur.com/GKIEl.png http://i.imgur.com/DrojA.png http://i.imgur.com/EWadf.png Cheers!
  21. These 3 levels where pretty good. Keep on mapping and you will get there :). Some pointers: - Try to avoid inescapable pits (at least I couldn't find a way out of them) - Some rooms are completely symmetrical, try to play with symmetry. (You could make a symmetrical room but add something special on one side only, hopefully you get my drift ;) ) - Killing lots of though monsters with only a chaingun, shotgun and SSG was no fun for me. If you add lots of though monsters also give some means to kill them a little faster :) - Monster placement is sometimes also symmetrical. Try to spicen things up with some asymmetrical monster placement. That way the player has to prioritize which way to go and which monsters to take out first. - Try to use the same amount of detailing throughout your map. Some areas looked pretty nice but some areas are kinda bland - Map 01 doesn't have to be very very easy, I found it lacking any form of challenge. Maybe spicen this up as well - New monsters are not really my thing but I would also avoid them because you are still learning. Start with the basic monster set and after you master that you can advance to custom monsters. Hope you find my pointers useful. Remember this is my opinion so wait for some more feedback before you decide to change things. We all have different tastes and ideas :) Cheers!
  22. I tried your second mapset and I have to agree with Memfis. You try to make things to realistic and this gives the following problems: - Everything looks the same, making it a somewhat dull experience. Yes I know that in RL alot of architecture is totally dull. But try to think of what makes certain cities so special and attracts tourists. Maybe you could add some of that "realistic" eye-candy. - My personal view is that realism often stands in the way of good gameplay, in this case I never really felt challenged I can see you put a lot of effort in creating these maps. I just wonder: what is your target audience? Don't forget that people who give you feedback want to help you become better in what you do!
  23. Boared

    My first level

    I played your level, killed everything and found all the secrets. For a first level it's really nice. Have fun creating more maps!
  24. Thanks for the feedback guys! - I will tune down the start of the map so it will be a little more forgiving. - I will also look at the maulotaur and the lich and will probably replace them with something a little less tough. - I will also tune the ammo balance so you won't be screwed if you don't go the 'right' way.
  25. Boared

    Megawad project: Boared

    Thanks for the feedback! @ Darkreaver: These maps are not made with freelook in mind. I admit map 01 might be a little claustrophobic, but it was meant to be that way. @ Memfis: Thanks for the PrBoom tip, it has been a while since I looked at all the different sourceports. Will test my maps with PrBoom-plus and change some of the blocking corpses. But first I will start a new map, just need some inspiration ;). Btw I watched your demos cause I was curious, and I noticed that in map 11 after you opened all the doors there where no teleporting monsters. I tested the map in PrBoom-plus and for me they did spawn. Any idea what happened there?
×