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joe-ilya

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Everything posted by joe-ilya

  1. From the concept art, the enemies look almost exactly like their Doom counterparts, with just a feature added or removed, cacodemon replacements are still red balls with one eye, hell knights are still pale goats, manc and demon just have their arms removed. From the maps, they're recreated original Doom maps. It all just seems like a cheap Russian bootleg Doom game in the works, more than it looks like an actual reinterpretation of your own with a light leaning to the source.
  2. joe-ilya

    Discussion on the current state of classic DM/Duel.

    Most vanilla weapons are rapid fire, so it's not as satisfying to use in DMs, if they were more like the shotguns and had reloading + quicker projectiles + higher damage, they'd be more fun to use.
  3. Not as comfortable as the throne in The Spirit World that's made of fire and lava.
  4. joe-ilya

    TOONS FOR DOOM 2

    A furry Doom mod & megawad. You play in a pseudo-third-person perspective of a shirtless red fox, you can see the character attacking in various, entertaining ways, such as scratching its back on a rake, or kissing a bunny while reloading a shotgun. Though I don't understand why the plasma gun is a worse chainsaw. There's a lot of detail in the drawings, they're all cleaned up, coloured and animate nicely, but the inevitable low Doom pixelation at the time makes it look really rough at times, especially with smaller sprites such as the hud mugshots. The maps are mostly extremely small and inoffensive, though a couple of them are big. They look like the author's first attempts at maps, and I gotta say, they're better than my and other's first few maps, there's a ton of experimental level design going on; cities, jungles, ships, trains, theaters (with fully animated little movies) and even a studio with props and a movie shooting going on, it's all very abstract, but I found that as striking design that way. There's a lot of gory drawings and animations that resemble a lot what the author went to work on afterwards, most notable example being the Jack webcomics, which also feature a lot of gory and hellish furry drawings, but more serious. MAP32 (a super secret map) has a super hidden secret that the author wanted to hide, due to its offensive nature, but hey, I see that's all the rage at the rest of the reviews here, but just you know, the rest of this wad is pure carnage. It's a bit of a shame that this was kind of ahead of its time, if ZDoom would've been properly made, this guy could've made the animations more fluid, and used resizing to make the art not as compressed. Overall, I found the mapset to be fun, the gimmicks were decent, maps don't look too shabby and the dehacked weapons were entertaining. There are a couple of unplayable maps if you pistol start, but when the mappack has 32 unique maps, it's not much of a burden. I'm interested in seeing TOONS FOR DOOM 1, even if it's supposedly worse.
  5. joe-ilya

    The DWmegawad Club plays: Hell Revealed 2

    MAP14 *Checks the calendar Has it been that long since I played a good HR2 map? Since MAP08?! And what coincidence, it's made by Sam Woodman again, guess I'm a sucker for maps that don't make you grind for proper weapons and have actually threatening enemies that come to you and don't encourage camping all that much. The start is nice, you get to dance with the enemies instead of camping them from afar, which the last few maps did too much. The invasive enemies are done much better than in previous maps, there's multiple tight openings that enemies can crawl through, one by one, this creates a more subtle and strategic gameplay mechanic as you have to watch out for several of the openings, while being only slightly overwhelmed. The cyberdemon placements are also really good too, you actually have small opportunities to telefrag some of them, the first one you can easily telefrag by not waking him up and heading into the marble icon at the start. The cyberden cybers you have to time it just right as soon as they teleport into the arena, but no worries, if you fail, you can kill them quickly with plasma from the rifle or the BFG (if you take the right path). The revs in the cages aren't too bad, you can run past them somewhat safely and get your reward to knock them dead later, I like that, because only a few rockets or a well placed BFG shot can completely remove an entire cage of them, which is very satisfying, quick, and fun. I also love how you only need to kill half the enemies in the map to get to the exit, with the side quests for a more varied weaponry, you don't need to have the BFG or the RL, and it's still manages to be fun even without them, that's great design, would love to see more from this guy. The exit looks really cool too when it teleports in gibs in front of it. I still prefer MAP31 from Plutonia, due to the asymmetry. Still a 5/5 tho Maps in order of preference: Kind of a shame that currently, my top 2 maps have taken ideas and concepts from other maps, HR2, should really get working on something of its own, right now it lacks an identity of its own.
  6. It feels like a leftover from Wolfenstein 3D, I'm surprised that the mastermind wasn't used in MAP32 instead of the cyber.
  7. FDA below. Enjoyable map, I liked the simplistic visuals, especially the lighting in some of the areas, looks impressive for vanilla limits. Some minor gripes I had with the map was that unless you find secrets, you'll be stuck with chaingun and shotgun, which is not very fun when this map has many mid-tier enemies such as hell knights, I think it would be better if some of the items that are found in the secrets will be placed in non-secret areas, and better items would be placed there instead. For example, put green armor at the start, and replace it with a megaarmor in the secret. Put a rocket launcher in a non-secret area, but put a plasma gun in the secret where it used to be. etc. Barrels scattered around the map would also be very nice to spice up the gameplay, as it felt a little lackluster without them. TorturousHelmFDAjoe.zip
  8. joe-ilya

    Let me see your Wads ^_^

  9. joe-ilya

    Favorite Doom Weapon?

    Rocket launcher for it's extreme versatility, it's perfect for mid counters and sniping (if you know how to aim ten steps ahead). It also mows down through any enemy very quickly as long as you hold down the fire button and don't hide behind corners, it rewards knowing your positioning and getting into the open, but punishes you otherwise. Compare that to the SSG that just feels slow on mid-tiers and bosses.
  10. joe-ilya

    Doom Pictures Thread 2020

    ^ That is amazing, I'm continuing to be impressed with your Hexen maps that you somehow make with a very limited texture pack.
  11. Partial like Regular like Mega like Godlike
  12. Jesus Christ Mother Mary Adolf Hitler Osama Bin Laden Myself I wonder what will happen.
  13. In my first few years of mapping, I was unapologetic with texturing, layouts and gameplay, I cared about making it fun for myself, and not for others like I should have, so I gave zero thought to texturing and alignment and zero thought about flow, I'd give chainguns and shotguns to mow through mid-tier enemies etc. I'm not fond of that period during 2012-2015. Later down the years, I put more attention to the texturing, but would then make the maps ridiculously tight on balance and was scared of having health and ammo laying by the end of the map and would keep removing items unless every single one was consumed, this period has been going for way too long of a time, I think 2016-2019, it was an alright time, but I wish I realized a better way to make maps earlier. Nowadays I feel like I've got down on how to make maps that are fun for everybody, with great aesthetics and gameplay that doesn't go for too long with enemies everywhere, I like to let the players breath from time to time, and mow down enemies quickly. So what's your story?
  14. joe-ilya

    The DWmegawad Club plays: Hell Revealed 2

    MAP13 MAP25 from Hell Revealed I, but worse, instead of having a lot of free roaming enemies, there are mostly enemies porched as turrets, or behind monster block lines as doors with health, so now instead of being able to cheese the map by going quickly past the enemies like in the original, you are forced to cheese it by having multiple camping sessions with a lot of hell knights and barons. Then AVs, cybers, masterminds and revs pour in, like in MAP12, and then you can exit. If you don't find the secret BFG when that happens, I don't know what else you can do besides spraying rockets with plasma and praying. It's so stupid that they hold back the BFG into a secret, I don't like that decision, but at least it's fun when you have it. This plays a lot like MAP12, except with a secret BFG that allows you to go nuts. Not a big improvement from MAP12, but one nonetheless, so it gets the 1/5 rating instead of 0/5, woo! Maps in order of preference:
  15. joe-ilya

    Doom Overrated?

    Doom is better than Windows.
  16. joe-ilya

    The DWmegawad Club plays: Hell Revealed 2

    I like the idea of preference order. (5/5) MAP07: Not That Simple II MAP08: Ballistics (4/5) MAP01: IGNITION! MAP02: High Voltage MAP06: Revival (1/5) MAP03: Shackled MAP10: Base Blaze MAP11: Raw Hatred MAP04: Reluctant Pain MAP05: Insatanity (0/5) MAP09: The Siege II MAP12: Anti Static I'm surprised that a dead simple clone manages to be the best map so far, this mappack better step up, or it's going to be shameful.
  17. joe-ilya

    Welcome

    Oh hey, it's the decadely bump, may I join in?
  18. joe-ilya

    Stifled Man Casino - new map

    FDA below. A lot of gimmicks in here, infinite lost souls, dozens of teleporters, teleporting boss enemies around the map, it was kind of overwhelming at first, but I found the best strategies after dying. I really like the liberal usage of enemies and powerups in here, felt like a map by Tim Willits, but harder. casinoFDAjoe.zip
  19. @Memfis, @skillsaw, @Jaska, Erik Alm and American McGee are my inspiration troves (in order). Memfis inspires me with all of his maps, particularly Kuchitsu with its various aesthetics and relaxing tones. Skillsaw with the tightly knit encounters. Jaska with the openness of Lost Civilization. Erik with the compact map design in Scythe. McGee with aesthetics from the first 7 maps in Doom 2, and gameplay.
  20. joe-ilya

    The dark forest (MBF wad)

    Denial Anger Acceptance
  21. joe-ilya

    The dark forest (MBF wad)

    You just represented a stage of grief in each reply.
  22. There's Joe-Ilya's Birthday Night : https://www.doomworld.com/idgames/levels/doom2/Ports/j-l/joebdn It's a collection of some short Boom-format speedmaps. While they may not be the most detailed maps, or with the most nuanced gameplay, it still manages to be good fun, and the minimalist approach gives the maps a good wholehearted charm. If you find some maps too hard, you can drop the difficulty, because surprisingly, some of the maps have difficulty settings (I just found out TBH). You may want to skip MAP07, as it's a slaughterfest. MAP10 you definitely should save for the end, it's gorgeous.
  23. joe-ilya

    The DWmegawad Club plays: Hell Revealed 2

    MAP12 I don't understand what the starting area is supposed to accomplish, but whatever, it was the most fun part somehow anyways in this map, not saying much, because it's just bland. The rest of it is just hiding behind corners, as hundreds of enemies, including AVs start violently protesting outside as I watch them kill each other, and then use the rocket launcher to safely kill the remainder by shooting at walls, this repeats another time, and then I can exit. Wishlist : A couple of invuls, I don't like cowering up on the ledge, but I have no choice, as there are several AVs in the open, with no cover. This has been the blandest map so far. 0/5
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