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obake

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Posts posted by obake


  1. I have checked the FAQ. I've done everything the instructions told me to, but I still couldn't get the darn FTP client to work.

    In response to GreyGhost, it probably would be a good idea to get bug reports back. I myself know of one bug in my megawad, which I failed to find until after I uploaded it to Wadhost.

    In case any of you were wondering, it's not a prominent bug, but it stinks nonetheless: in level 16 of the wad, you can end up stuck in a room with no way out but cheats. Luckily, this won't be a common thing, as the player has to go out of his/her way to achieve this. But it's still worth mentioning.

    Perhaps help understanding how to use FTP clients is the best way solve my problems, by the way. Thank all of you for your responses.


  2. I don't know what the rules are regarding asking these sort of questions, but I was wondering if anyone would be willing to submit some of the maps I have made to the idgames archive.

    I would do it myself, but I can't get FTP clients to work.

    Once I become more familiar with the site, I would send a personal message to someone asking them this. But since I'm still relatively new, I'm not sure who to ask.

    The files are here, with the proper text files and everything:

    http://wadhost.fathax.com/download.php?view.219

    http://wadhost.fathax.com/download.php?view.224

    I'm sorry for pushing these wads into your faces, by the way. I'm just so grateful to finally be getting my levels out there! They've literally sat alone on my computer for over a year and a half (maybe even a full year), without anybody but family to play test them. But finally, they are here, hopefully to be accepted into the idgames archives and be enjoyed by people all around the world.

    I also hope to receive full reviews on the newstuff/chronicles page. Even though I'm still very much a noob, I would love to see what the site's main reviewers think of my work. I don't mind that I'd receive some criticism. My hope would be that I'd have areas to improve on, while still having made some decent levels.

    Thank you for your time, and may you all have an excellent day,


  3. I usually get mad when I feel rushed to beat a particularly long level, especially if the level happens to be on the PlayStation port, seeing as that one has no save feature. Also, when the psx version crashes just about as you are completing a level.


  4. I can't wait to see how this whole megawad turns out.

    Since others have asked for reviews of their contributions, I might as well ask if anyone would review the last few maps I sent in (especially the "House of Fury", if possible.)

    If I can get proper permissions to download certain files, I would be more than willing to review other people's entries, as well.


  5. I figure I might as well also give all of the map names, since they don't appear in game:
    Map 01 The Basics
    Map 02 Recruiting Station
    Map 03 Tech Basement
    Map 04 Class Section D
    Map 05 Outer Lobby
    Map 06 UAC Training Facility
    Map 07 Mining Shaft
    Map 08 Hell Awakened
    Map 09 Construction Yard
    Map 10 Ripper Avenue
    Map 11 Order of the Macabre
    Map 12 Halls of Hell
    Map 13 The City Scape
    Map 14 Museum Storage
    Map 15 Industrial Complex
    Map 16 The Hedge Maze
    Map 17 Horror Awaits
    Map 18 Fiends all Around
    Map 19 The Ruins
    Map 20 Unknown Realms
    Map 21 Beelzebub's Canyon
    Map 22 Six Feet Under
    Map 23 Attic of Anxieties
    Map 24 Hell's Theater
    Map 25 Sunk
    Map 26 House of Fury
    Map 27 UAC Fortress
    Map 28 Turn Back
    Map 29 Headquarters of Hell, Part 1
    Map 30 Headquarters of Hell, Part 2
    (Secret) Map 31 Grocery Shocking
    (Secret) Map 32 Warhead-testing Island


  6. These reviews are interesting.

    I can't wait to hear what you have to say about Level 14: Museum Storage!

    The next few levels are definitely a fun set, indeed, though as I said earlier, level 16 will likely get some bad reviews. But who knows.

    Level 17 is actually the last level I made for UAC-E, meaning I had more Doom mapping experience than during any other level created for the megawad.

    The next few levels after that get stranger, MUCH stranger, indeed. Thanks again for all of the reviews,
    -Obake


  7. Hold on. Before you finish compiling, I have one last level entry to send in (though I'll have to get it uploaded to Wadhost first, which may take awhile.)

    It is one of the earliest levels I ever made, long before I really knew what I doing with Doom Builder-

    The only reason I didn't consider it for the project was that I thought deleted it awhile ago. Luckily, it's still there.

    Let's just say this map is noobish, horrifically designed, and aggravating all at the same time. I hope I can send it in on time to make this project (my other entries are okay, but they don't quite fit the same amount of criteria of being bad as this map does)

    I'll try to have a link to it within the next day or two. It will be highly worth it.


  8. Hold on! I have the perfect level to fit this project: Level 26 ("House of Fury") of my Megawad release, UAC Enterprises!

    http://wadhost.fathax.com/download.php?view.219

    I myself admit that level 26 is the worst level I've made (though I still appreciate parts of it)

    However, I doubt other players (especially speedrunners or those trying to get 100% of everything!) will enjoy it in the slightest-

    When you have multiple rooms, which consist of raising and lowering platforms you have to jump across in order to avoid instant death pits, all while rocket turrets shoot you from every direction, just to learn you didn't need the key from that room to beat the level anyways- you have yourself one frustrating, annoying experience!

    I'm sure this level will be hated by those who don't like using save-states, either, as much of it is nearly instant death if you don't get the timing right. I know I hated getting through it without saves!


  9. http://wadhost.fathax.com/download.php?view.224

    This is a level I just barely released. It occupies level 11 of Doom 2, and though it isn't terrible, it will still likely receive some pretty tough reviews. It does need to be in Zdoom in Hexen Format, though, which hopefully will work for this project.

    The main complaint most people will have should be from the "new" monster, which I myself find fairly insane. The actions of these enemies are so heavily scripted, it's ridiculous, not to mention frustrating.


  10. I don't know what to say...

    My levels are getting full reviews! Thanks so much, all of you, and please, keep playing and reviewing each level and let me know what you think!

    I should point out that the misaligned door texture in level 5 is not intentional. I don't know what it is with that particularly door or the sector it occupies, but the texture within the Doom Builder 3d mode compared to the texture in game are not in the same alignment. I eventually got it aligned correctly on my game, but perhaps difference in source ports caused it to become misaligned again.

    The important thing is, my levels are getting reviewed, and I must thank all of you for your efforts to delve into my very first megawad release. It may have its rough patches, but I hope, overall, that it is an enjoyable experience,


  11. It makes use of quite a few Zdoom features, actually.

    Some of these include deep water segments, monsters with modified stats, stealth monsters, bridges, polyobjects (though these are rare), the ability to swim up and down, new obstacles and traps, and even a number of new enemies.

    Sadly, I did not design these levels with the abilities to crouch or jump in mind, meaning they will be broken if the player uses those abilities.

    Although the wad's story is satirical, the game play stays relatively serious, and is sometimes even scary. Every once in awhile something humorous will come along, especially in the last few levels.


  12. I guess it's been a long enough time for me to ask.

    I'm simply curious what any of you thought of the later episodes of my megawad, as the levels therein are more intricately designed and a lot more ambitious. This is especially true for maps 13, 16, 23, 25, 27, 30, 31, and 32.

    I have a feeling there will be mixed results with some of them, as to whether people love them or hate them.

    Most likely people won't like level 16, The Hedge Maze, though I've done my best to make it a more fun task than other maze levels (for one, it's inspired heavily by the hedge mazes in Zombies ate My Neighbors, meaning there are portions of wall you can tear down, along with map markers to let you know where each specific key is in the level.)

    I'm also guessing map 23, Attic of Anxieties, won't be too popular. But that's just what I think.

    My personal favorite of the levels is map 27, UAC Fortress, which has many different ways you can go about it.

    Thank you for your time,
    -Obake


  13. What is the worst blunder you have caused while playing Doom? It can be anything. Maybe your doing a speedrun of a particularly hard map, almost making it to the exit, just to fall into a damaging pit and die.

    My personal biggest blunder was shooting rockets while standing in front of a teleporter. Big mistake. A demon teleported right in front of me and intercepted a rocket, roasting both of our faces.


  14. I'm relatively new to the DoomWorld scene, but, despite that, I can still give some insight to the question at hand.
    I wish I still had the very first map I ever made- it was more of a bizarre, I have-no-idea-what-I'm-doing type deal, with random textures, inescapable pits, and very, very glitchy gameplay.
    Looking at my current maps, they're not perfect, but to be able to compare them to that very first map I made would be a very interesting experience, I'm sure.
    Too bad that map's been lost to time forever :(


  15. I am using Doom 95, with Zdoom. I've attempted many times to take screenshots in-game with the PrtScrn command button, but I have yet to get any to successfully save once I get out of the game. I look in all of my files, but the screenshots aren't anywhere to be found. Or at least I haven't located them.

    Sorry I forgot to mention the poor quality of the shots I had to take. Hopefully the levels make up for my ineptitude.


  16. It's been a year and a half's work, but I finally have all of my Megawad uploaded.

    This is the link: http://wadhost.fathax.com/download.php?view.219

    All 32 levels are multiplayer compatible (up to 5 players), and a vast number of them are set up with deathmatch options, too.

    I know I've already posted links to a few of these levels already, but those are outdated versions. I have since updated them, mostly in terms of fixing small bugs, and in improving design and gameplay elements as well.

    This is my very first Megawad release. I know it is far from perfect, but I hope it is still is good. Additional credits go to my brother Brendan for helping create the freeze locker in Level 13, and for inspiration.

    Please let me know what you think!


  17. I've never liked Doom 2's The Tenements. Mainly because of that one red colored room, with the narrow stairs going down towards one of the keys. As soon as you reach the bottom, doors with monsters open up all around you, and you're forced to run up to the door as quickly as possible without falling off of the pathway, or else you'll be swimming in lava. I've always hated that room.


  18. http://wadhost.fathax.com/download.php?view.217

    This is levels 1-8 (plus level 31) of my first ever megawad, UAC Enterprises! It is supposed to be a little bit more satirical in its story (without sacrificing gameplay), so don't be miffed to find a few Wolfenstein Nazis as bad guys (they're not very common, anyways.)

    I've done my best to make each level interesting and fun to play, and (hopefully) allow for good multiplayer/deathmatches. I haven't had anyone to test multiplayer applications with, though, so you'll be the first to see if it works or not.*

    You cannot use the jumping or crouching features, as these levels were not designed with those in mind. You can (and will need) the abilities to swim up and down, however.

    Please note, updated versions of these levels are going to be included in the megawad's eventual 32 level release. The updates will mainly fix issues the maps have had with being able to get to the secret levels, plus a few possible level layout/gameplay tweaks.

    *If there are any specific multiplayer/deathmatch issues anywhere, let me know so I can fix them for the official release!

    Please let me know what you think!

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