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obake

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Everything posted by obake

  1. obake

    Philosophizing about Doom's lighting

    Interestingly enough, both my brother and I were talking about this today. Lighting is one of the most important aspects to a maps playability. Boring lighting can result in boring maps (though not always), but really good or even atmospheric lighting can add so much, even when the layout isn't necessarily intricate or very big.
  2. obake

    Let's make a MAD megawad.

    Aw, what the hey, I'll submit this level, too: http://wadhost.fathax.com/download.php?view.233 By the way, I forgot to ask. How's CatDoom? :D
  3. obake

    Let's make a MAD megawad.

    Just a quick question: How many maps am I allowed to submit? I have one or two more I could finish and upload, but I'm not sure yet.
  4. obake

    Let's make a MAD megawad.

    Here it is, folks! My entry to this megawad: http://wadhost.fathax.com/download.php?view.241 Just know: you absolutely NEED jumping and crouching to beat this level! The music that should go with it, by the way, is thus: http://www.youtube.com/watch?v=Fn0khIn2wfc (Video not from me, btw)
  5. obake

    Let's make a MAD megawad.

    This is actually an idea I've had. I've thought of starting a megawad collaboration of different "sad" levels, i.e., tributes to people in the Doom community who have died, or moody, tense (but not necessarily scary) levels, and other similar things. My own level idea centers on Doomguy reminiscing his pet rabbit Daisy (being rabbit owners ourselves, my family and I know very well how difficult the loss of pet rabbits can be.) I probably won't go through with this project, of course, but I've thought about it. There is a collaboration project I WILL be starting soon, however: Let's Make a SCARY Megawad!
  6. obake

    Let's make a MAD megawad.

    Sorry, I wouldn't be comfortable submitting maps I've created to a project that has anything pornographic in it.
  7. If I may humbly suggest three (single-level) wads: http://wadhost.fathax.com/download.php?view.240 (mine.wad) http://wadhost.fathax.com/download.php?view.218 (quite.wad) http://wadhost.fathax.com/download.php?view.233 (rev.wad) Yes, I know they're just single levels, but it would mean everything to me if you were able to find time to try them out. Note the first one is planned to be the starting level of my second megawad project.
  8. obake

    Let's make a MAD megawad.

    I am currently in the process of finishing one of my entries to this wad, but it might take a day or two. I'll be submitting two levels, btw; one is nearly finished (and should have been submitted to Wooo.wad, but it still works for this one, too.)
  9. obake

    lets make a BAD megawad.

    I'm up for contributing to the next one, too. The levels I'll design will be so bizarre, so weird, so unimaginably frustrating, it will make House of Fury look like "The Entrance" on I'm Too Young To Die! Heard of Cat Mario, anyone? Heh-he (Evil grin)
  10. obake

    lets make a BAD megawad.

    I feel as if I should give an overall review of this project. Here goes: Ahem. Wooo.wad is an interesting creature. It isn't exactly a straight up joke wad like Mock2, nor is it an entirely serious experience, either. But it does bring to the table some things few other projects, serious or comical, have. First off, there is tons of variety; each map is truly a different experience from the last. Some of them are actually decent in design, albeit a bit offsetting. Others, like Nazi Prison, are so ludicrously ridiculous and yet so lovingly crafted you have to wonder in awe at how they were created. ***Note: Spoliers ahead in the next few paragraphs!*** The first few episodes of maps were somewhat lacking, in my opinion, not to say that they were bad, but perhaps not bad enough. When it came to certain mappers, they always brought interesting things to the table. Xaser, for example, probably made the zaniest set of maps, especially the "Mst3k pants-a-thon Cyberdemon toilet party" (my description, not his). My contributions to the wad ("liebrary", "simply dead", and "house of fury") are a mixed bag. Liebrary happens to be one of my earliest attempts at mapping, and therefore suffers some poor map design and texturing. But besides that, it has nothing special about it. Simply dead, I'll admit, was just an experiment in scripting techniques, and isn't too interesting, either, until you make it to the fire spewing dogs. But boy, House of Fury sure got a negative review from one person in particular! (Jimmy91's playthrough of Wooo.wad is awesome, by the way. If you haven't seen it, check it out.) All in all, the variety of the set is astounding. My personal favorite of the maps has to be Nazi Prison (over 700 secrets and the most insane design and music ever, it truly is a piece of art). I'd recommend Wooo.wad to anyone wanting a so bad-it's good experience. Trust me, there are surprises around every corner of this mapset. Maybe not so much so with two of the three maps I contributed, but with all of the other maps, you'll be guaranteed to have a rewarding time. (Just note there is a lewd joke or two in some of the maps, but not anything too terrible that I remember.)
  11. obake

    So, how old are you ?

    I first played Doom at my uncle's house when I was six or seven. But I didn't really start playing it until just a year or two ago. I am now 21.
  12. obake

    Doom livestreams

    I just finished watching the part 4 of the livestream. First off, let me say thanks, Jimmy91, for the playthrough. Seeing my levels in action on the internet is a huge joy. However, I disagree strongly with some of your final thoughts. Yes, the map-set has a lot of flaws. It's a first megawad attempt, afterall. It's filled with weirdness, yes, but that's because I wanted to go all-out ambitious and really make something different from everything else out there. That's why there are stages like Map 13, The City Scape (which, I will stress once more that you missed so much out on). Levels 31 and 32 (interesting that you didn't like level 32, when it's one of the few stages that doesn't have mean-spirited traps to speak of, such as lions-switch turrets, random crushers, etc.) I personally think the Romero Head boss at the end is pretty good. You said it was the worst boss you had ever seen, and that it would be a nightmare for speedrunners (level 30 in itself, yes, but the last boss? I really don't think so.) Whenever you shoot at Romero, he teleports to the triangular cubby to your left. To hit him with your rockets (which is the real intended method), fire directly in the middle of the cubby he is at, and then quickly shoot a rocket into the cubby just to your right. The second shot will teleport him back into the direct line of the first rocket you fired, which can either make him take splash damage, or if you have the timing right, a direct hit to his face. All in all, I experimented to see how quickly I could beat the Romero boss after watching your livestream (starting out at the room just before the boss, and with just using the rocket launcher), and came up with a grand completion time of 27 seconds, having taken him down with a total of 4 rocket shots and no deaths on my part (I did get hit by a fireball or two, but that was the extent of the damage I took) I'm not saying you did bad or anything, but I think you felt stressed for time, and therefore didn't try as hard to figure out how you are supposed to beat him (the method you used with the Big Flippin' Gun works too, but it still takes longer to beat.) You don't seem to like the way I used colored lighting, whether because it's too bright or too dark (I agree, a lot of the lighting I used is ludicrous, especially in Unknown Realms.) But I would also stress that the official Playstation port of Doom is filled with similar lighting, including extremely dark, blue-shaded rooms like the ones in levels 27 and level 29 of UAC Enterprises. I'm glad you played through my project, and I'm certainly not here to criticize your playthrough. Everyone has their own opinions, and I respect that completely. However, I think a few of the problems you had may arise from a difference in our play-styles. I personally grew up with the Playstation version of Doom, which is slower, darker, and more atmospheric. You seem to have a more classic or speed running style. I built most of my levels with a more Playstation Doom-style in mind. In a sense, a lot of the levels I built are meant to be taken on at a more careful, deliberate pace. Another problem, which is not anyones fault, really, is that you had to play the wad with Doom II's original PC music. Once I learn how to use a Decorate and sound editor, I will add sounds and music more appropriate to the intended atmospheres (which is what I do at home, anyway. I turn off the game music and play different music via YouTube Repeat) My goal is to create levels with the atmospheres of the PlayStation Port. I know that UAC Enterprises has a satirical storyline. The gameplay, for the most part, however, is intended to be dark and creepy. I've learned from your playthrough that my overuse of stealth monsters and invisible monsters is definitely a hindrance to the wad's enjoyment. Thanks again for your cooperation playing through this wad. Despite some disappointments (skipping map 13, not seeing the Cyberdemon room in map 14, not to mention missing a really cool secret in level 14, skipping the end of map 23 (you were only a few rooms away from the exit!), missing the secret exits, not taking a look at the theater in map 24, and not finishing either of the secret levels (which both have interesting parts you missed, including the finishing line of Grocery Shocking: "Thank you for shopping Hell-Mart!"), I'm overall really grateful that you've taken the time to play through UAC-Enterprises. Perhaps future map releases of mine will be more favorable to play. May God bless you in all of your endeavors, and happy dooming! Sincerely, Obake :)
  13. obake

    Doom livestreams

    Definitely go to the secret levels! I want to see what you think about them! Before I watch Part 4 of the livestream, I just want to say thank you for your cooperation. Remember, this wad is supposed to be somewhat satirical (at least story-wise). That's why you have things like Nazi's (who have been hired by UAC-Hell as guards), dogs (who are actually marines whose brains have been transplanted into dog bodies as experiments), and real-life type of places (theaters, stores, skyscrapers, etc.) Despite that, I've still attempted to design the maps as playable, interesting, fun, and well-designed. I know a lot of my newbish mistakes stick out like a sore thumb (I myself notice them in abundance as I look back on each level). However, I hope my effort has still made for a good experience. By the way, that barrel that leads to the secret in level 25 is not supposed to float down like that (it's on top of an invisible bridge). It's supposed to be hidden in that secret alcove above the player start, but for some reason, I guess it just floated down. Oh, well. Again, with appreciation, Obake
  14. obake

    Doom livestreams

    There are quite a few things to say about this playthrough. First off, thanks so much! The criticism definitely helps. I just hope your experience overall when you're done with it won't have been too bad. The insta-kill ledge in Map 13 is a mistake on my part. For extra buildings and decorations, I had to remove the instant-death tag of the floor. I must have missed removing the tag from that particular ledge. My favorite line of the entire livestream: "Rainbow Nazi City" It's too bad you didn't get to see the rest of Map 13, because there were some very interesting things to talk about that you missed. Map 16 (The Hedge Maze) is an homage to my favorite game as a kid, "Zombies ate My Neighbors". Hence the maze setting with breakable walls, abundance of Chainsaw Marines (Chainsaw Maniacs in ZaMN), and of course, the trampolines. Your reaction to those was hilarious! At the exit of map 16, you said I was ripping off something I've never heard of (Tetzuck, Tessuck? I'm not quite sure.) I was actually paying another (slight) homage to ZaMN, in a sense, by having the player plowing through walls. I thought it was a cool idea, though I admit it can be confusing at first. The last point on Map 16 I should talk about is the fact that the breakable hedges did start out as destroyable from both sides. However, I changed this when I realized the scripts to take them down would activate for both sides, essentially causing the hedges to fall underground and create glitchy slime-trail effects on the walls. It was a good playthrough overall, and I thank you for your patience (the swearing does get overboard, though) The only suggestion I would give is to possibly print off a list of the map names to keep near as you play, to make referencing maps a little easier. I will also give you a few notes as to what's ahead: Maps 18, 20, and 21 are fairly difficult, while maps 19 and 22 are both relatively easy, breather stages. Map 23, "Attic of Anxieties", is the map I anticipate seeing your reactions to the most, though I have a feeling you'll loathe this stage! It is very big, and starts out in a very non-linear room (A hint to make progressing through this beginning part easier and less confusing: All you need is the red key, which is located in the bottom left portion of the huge room you start in. The red door is located at the top, middle of the room.) The yellow door, which you will need to use later, is located at the bottom, middle. I can't wait! Thanks again, Obake
  15. obake

    I need to be a better mapper, help?

    I think WOOO turned out excellent. Jimmy91's livestream of it is absolutely hilarious (albeit filled with colorful language, but that's understandable concerning the maps he plays through ;) I'll post a link to the livestream for those who have not yet seen the wonders of WOOO: http://www.twitch.tv/jimmybtsx/b/377534539
  16. obake

    I need to be a better mapper, help?

    Even though I'm still very much a newb, the best advice I can give is to experiment. Don't ever be afraid to try something new or completely out there. You never know what cool innovations you can come up with. For an interesting effect, here's a idea you can work around with. It gives the player a temporary boost in speed (albeit with a stronger force of gravity), working as a blessing from Heaven for speedrunners, and is also fairly unique: script # (void) { print(s:"Special Item Obtained!"); delay(100); print(s:"Temporary Speed Boots"); SetActorProperty(0, APROP_SPEED, 2.0); SetActorProperty(0, APROP_GRAVITY, 2.0); delay(2600); print(s:"Time: 10, 9, 8,"); delay(150); print(s:"Time: 7, 6, 5,"); delay(150); print(s:"Time: 4, 3, 2,"); delay(150); print(s:"Time: 1"); delay(25); SetActorProperty(0, APROP_SPEED, 1.0); SetActorProperty(0, APROP_GRAVITY, 1.0); } Scripts like these can make things much more interesting during a level, although these type of scripts shouldn't be overused, either. Note: If you do include any scripts that change the players stats or abilities in any way, MAKE SURE to have an automatic script to shut down their effects before the player can reach the exit, otherwise the players stats will remain permanently altered for the rest of the game. The script below keeps that from happening: script # (void) { SetActorProperty(0, APROP_SPEED, 1.0); SetActorProperty(0, APROP_GRAVITY, 1.0); } Sorry this is so long winded, by the way. Keep on making maps!
  17. obake

    Jimmy's livestream

    I'm still watching the new livestream. This is so exciting! I appreciate the critiques my maps are receiving, plus it's just awesome to see my levels on video! Episode 2 is a huge improvement over episode 1, as are all the other episodes better than the first, IMO. The texturing is still weird in some of the levels, but not nearly as bad as the maps in episode 1. I especially can't wait to see your take on maps 13, 14, and 16! With much thankfulness, Obake,
  18. obake

    Jimmy's livestream

    Alright, so far I've watched you play up to map 02, and I apologize for some of the poor texturing. However, you skipped past the four wooden doors near the beginning of map 01, all which lead to things like a green armor, plentiful health, and ammo! That would have probably made the map a lot easier, now that I think I about it. I can't wait to hear what you have to say about the other levels!
  19. obake

    Jimmy's livestream

    It wouldn't take terribly long. The first episode goes by pretty fast with perhaps the exceptions of maps 6 and 8 (and possibly 3, which has a few puzzles.) Episodes 2 and 4 would most likely take the longest, since they contain a few of the more expansive maps. But it still wouldn't take too long. In all honesty, I feel episode 1 is the weakest of the episodes, in that its maps aren't as interesting or as dynamic as the later ones. I'm super interested to see what people think about the last level and the secret levels. I'll also give you the map number that the first secret exit appears in: Map 8.
  20. obake

    Jimmy's livestream

    Your playthrough of my levels has made my day! Again, I apologize for House of Fury. It is not only the worst level in UAC Enterprises (everything else is miles above it in terms of quality, design, and actual gameplay), it is the worst level I've ever made. Thanks for playing it all the way through, though. If you're ever interested, I'd like to see a livestream of at least a few maps from UAC Enterprises. And, no, I would never ask you to go through House of Fury again- in fact, forgetting about that level would be a better choice altogether. But, anyways, level suggestions I'd give: maps 5, 6 (though that one's iffy), 8, 13, 14, 17, 27 (especially 27!), and either of the secret levels (though 32 is better, in my opinion.) Thanks again for the awesome playthrough, Obake,
  21. obake

    lets make a BAD megawad.

    YES!!!! That was hilarious! I loved seeing your playthroughs of my maps (Liebrary, Simply Dead, and, you guessed it...House of Fury!) I freely admit, House of Fury is the worst level I've ever made. It's way too sadistic, finicky, and hard to dodge the traps. The green brick room full of the rising platforms and rockets is made much easier if you find the secret that disables the turrets, but even then, it's still annoying as heck. Don't judge all of UAC Enterprises by House of Fury, though. Trust me, the other levels are a lot more tolerable and fun. In fact, the level directly after it is I consider one of my personal best (the level's name is UAC Fortress, and by golly is it better!) One thing I noticed helped make both Liebrary and House of Fury easier is that you had jumping enabled- normally, you can't jump in those levels, because I built them without implementing the jump feature! Such, as you can imagine, would make that dark room in Liebrary, and almost the entirety of House of Fury, ten million times worse to navigate. ;) Last of all, in order to beat Simply Dead: Defeat the two Cyberdemons (one if it's on easy), thus opening surrounding walls to reveal an outside room (much like after you defeat the Mancubui in Dead Simple). You will then have to face off against a few Spider Masterminds and a gang of super fast, glowing, fireball spewing dogs that explode when you kill them (yes, it is as ridiculous as it sounds.) Anyways, thanks for the livestream. Your reactions were hilarious. I just apologize for the absolute awful experience House of Fury was. I will be willing to help pay for any psychiatric help you'll need from going through such a traumatizing ordeal. Extremely grateful, Obake
  22. obake

    Pop songs that fit Doom

    Any pop song slowed down enough usually works surprisingly well for Doom. The lower pitch of the instruments combined with the gutteral voices of the singers make for a good atmosphere, even if the song itself is anything but scary at normal speed. :)
  23. obake

    lets make a BAD megawad.

    I've never used Slade. Is it easier to use than XWE?
  24. The link is to three of the earliest maps I still have available. You can tell that they are noobish from the very start, by the spotty, low quality of their designs. Though they're not terrible, except maybe the last one. They occupy map slots 3, 5, and 6 of Doom 2, and you will need Zdoom in Doom format to play them. Have fun! http://wadhost.fathax.com/download.php?view.227
  25. It's so weird. I just learned the very same thing this year, that the sounds used in Doom are heard in a lot of places. It's actually a fairly enjoyable thing to notice, sort of like the Wilhelm scream, but even more obscure.
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