-
Content count
4423 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by mrthejoshmon
-
NOVA: The Birth - v1.1 release now on idGames!
mrthejoshmon replied to kildeth's topic in WAD Releases & Development
is there still time to make a submission? if so: http://www.mediafire.com/?27g2llre2yzcxzu -
Daiyu_Xiaoxiang: 700 demos and 3rd place? I got to say that is very impressive! zredgemz: I have most up now: http://www.mediafire.com/download.php?p5ccj7xo575opv8 http://www.mediafire.com/download.php?9o9csaa9e8o99tk http://www.mediafire.com/download.php?gctw3wlcnwutldg http://www.mediafire.com/download.php?ckai1m3m8i2fkqz http://www.mediafire.com/download.php?9il0geca499396m http://www.mediafire.com/?27g2llre2yzcxzu these are my first ever maps that I had created, I am still doing AIRBSE.wad though. cannonball: I actually just finished a vanilla map and sent it to doomworld, its a little test map to see if I could make a quick map01 slot, makes awesome bot DM's and has some difficulty to it. I will also look to see if they will accept it. http://www.mediafire.com/?27g2llre2yzcxzu
-
unfortunatley this wad ended up corrupt :( I did scavenge an unfinished copy how ever but is largely missing most of the maps it came with :(
-
I had decided to make a wad for Ultimate Doom, its base was to fight along side marines in hostile controlled areas, the original wad came out as AIRBSE.wad the wad had: two levels, the first being base where you received your weapons and the second being a small map that really was just an idea. friendly marines. the problem was friendly fire: it was the main threat! I had noticed how the marines do not kill you in Brutal Doom, when running the concept stages of the wad in Brutal Doom I noticed how it was not only better, but the marines became very useful! After noticing this, I decided to now base it for Brutal Doom but still have it available for use in zdoom. the wad itself is not the best, but with the addition of marines it actually becomes "playable" oh and here is a screenshot so far: Update: E1M9 is fully done, need to detail M1 and M2 then move on to M3
-
PSX Doom/Final Doom TC (Legacy TC, See first post for details)
mrthejoshmon replied to Mattfrie1's topic in WAD Releases & Development
I was wondering, when the lost levels and main TC are finished would you ever be planning on creating a PSX pwad? -
schwerpunk: I never entered a megawad, I did host the "BAD megawad" known as WOOO, an intentionally terrible megawad designed to be horrible but playable. However there is a lack of megawad threads and I would hate to come in, drop off my horror and leave :( how ever it could help me get better from the others views and opinions on the map, I might try it if some megawad shows up, as long as they are not looking for flashy detail or scripting of course. StoneFrog: I went back to my old maps after reading your advice, added some spawns in, loaded up zandronum and preformed an offline skirmish, your right about the cramped areas/maps, it was a nightmare! the bots were going through the same corridors over and over! I am going to attempt more less linear pathways next to see if I can improve gameplay, and maybe just for fun add some multiplayer only areas to the map. SFoZ911: I think I recently got skyboxes in the bag, just need to work more on tags and functions. I have took your advice and started building less cramped but not very detailed areas, they still have some detail but are more focused on the gameplay. and once again, thank you for your help and advice, this really means a lot to me!
-
Obsidian: I actually will try the vanilla mapping, start my way up from the old then to the new... or maybe just stay old if it suits me! Memfis: I do follow this method strangely enough, I end up making minimal detail maps and cramped combat for my own preferences, I seem to enjoy claustrophobic environments with no skill needed, I am thinking on changing that with a little monster I made called Corval.wad :) joepallai: I might be the only one here, but I really liked Evilution from final doom, to the point where I named my xbox GT after it and even created a small slaughter ish map themed to it, I am also going to attempt the vanilla mapping, sounds like a good idea and a huge step forward to what I have already. valkiriforce: I have never used boom, the closest to boom I have ever used is Chocolate Doom, I will however try out boom and see if I could map with it in mind. I also used to make all sorts of monsters back in timesplitters and far cry, some how I was pleased with them :) Daiyu_Xiaoxiang: 2 doombuilders? I will be sure to try this trick out! i will use some maps from TNT's work, I like their maps a lot. Chex Warrior: Practice, your right, I will practice, if I fail I will go back and retry. Remiel: if only thanks for all your tricks, hints, advice and suggestions, I think its time I went and got boom, start looking into it and seeing what I can do, and again I cannot thank you guys enough!
-
The problem I have is that I tailor the maps to my gameplay: linear, under detailed, fast and low monster count, I have tried letting others try the maps, apparently my wastes.wad was "ok", saying that I spent months on it I think that's easily the best response I have ever had besides "quite good for a first map" on AIRBSE.wad, something about my maps just seem off however, sometimes I don't even get responses, I also have problems of making things smaller than they should be, a 64p wide corridor seems to be big enough at the time but when I test it it doesn't work right... I do have extensive self testing with my maps however, but as I once said I do tailor maps to my preferences, making me satisfied with a half finished product :/
-
Well you enjoy CoD, I will stick to games that actually function properly without sprouting surprise bullshit storms, good singe player and where the only in game chat is not only the word "fag".
-
I would go there as long as its like red faction: seeming perfect air, sun light and infinite destruction.
-
using a chainsaw while standing still will sprint you into the unlucky thing in front of you, demons can in fight in psx doom, The NIN "easter egg" in hell beneath, where the baron of hell/hellknights top part goes after death, doom 64 is a bitch to complete, the ps1 ports of doom are missing around about over 50% of the original games maps, impse, jumping and crouching break the game and final doom never actually had the master levels in it.
-
Post your Doom picture! [post in Part 2 instead]
mrthejoshmon replied to Shanoa's topic in Doom General
I now present another horrible, un-detailed wad that I for some reason am making for no reason! bask in the pure terrible sight of my mapping wonders -
I am going to wait until everybody is done on what they are doing to the wad, then fix, change and add everything... I will give it about 3 days without another post to call it that everybody is done.
-
Brutal Doom version 18a
mrthejoshmon replied to Sergeant_Mark_IV's topic in WAD Releases & Development
cyberdemon heads do damage? well this could be one of two things: intentional, the cybers head is quite large and has sharp horns not intentional, this seems like the right one due to that being a bit absurd. God damn gibs, always messing with us! -
Brutal Doom version 18a
mrthejoshmon replied to Sergeant_Mark_IV's topic in WAD Releases & Development
OK, this might not even be a problem but... during normal play sesseions I keep a screen recorder running in case of anything good or unusual taking place, thus I discovered another bug: this bug seems to be related to the lifts the hell knights were on, and the toxic waste. -
I will take the lump but I am sure as hell not scripting anything, this is the most I have ever scripted: as you can see I have only ever scripted dialogue into a wad, (and once did colored lighting, but that came out as a failure)
-
go ahead, but you do realize its a little to late to be part of this wad right?
-
go for it... just include the credits text file unaltered :P
-
Well I am certainly glad that people have been... "enjoying" this thing, now I might attempt something serious. however, I would indeed be up for "round 2"...
-
being honest I have recently found at least 3 bugged maps, I believe them to be little bastards, I do know that the one that is one big HOM and texture cluster fuck is impossible, one of them consists of a white box and one other is unfinished by my guess. also your map is very confusing but still possible, it took me about an hour :)
-
yes, to fit the theme of it being bad...
-
Damn it! I am always forgetting things! also I might need to update the wad due to being told some levels are impossible!
-
I was planning on it being a separate little add on thing but I guess I forgot to put it in the folder: http://www.mediafire.com/?wrphi3ul01ewzuf
-
I want to play your first maps ever created!
mrthejoshmon replied to Lippeth's topic in WAD Releases & Development
http://www.mediafire.com/download.php?gctw3wlcnwutldg try not to cry at the quality... god damn awful -
http://www.mediafire.com/?4nwzq330q861fn8 NOW attention! This is the wad, IT is still missing music, BUT all files must be run together, credits are in the text file BUT I did not know which map was who's so I named ALL mappers involved, as well as bonus credits to people related to the wad... I forgot to say that no maps submitted except the one I was asked to remove was missed out! we have exactly 32 bad maps :D enjoy... If I missed you out in credits somehow please tell me.