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Major Arlene

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About Major Arlene

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  1. Major Arlene

    Favourite thing about any Monster in doom?

    Hell Knights, mostly because they're a joy to fight and their death sound is awesome.
  2. Major Arlene

    Post a picture of yourself!

    my belly is full of burger and I've learned at least 3 or 4 new mapping techniques this week so I'm feeling pretty good ^-^ psst... ignore the garbage bags in the background, I'm storing demon bodies packing my clothes for the upcoming move
  3. Major Arlene

    Things about Doom you just found out

    here's some extremely beta shots of what little bit I've got so far, as of now I'm just trying to figure out how to work with the textures, it's so odd seeing them outside of the game x3
  4. Major Arlene

    Things about Doom you just found out

    Half Life's engine is indirectly related to Doom's. When entertaining ideas for a new map I looked into Cry of Fear's texture file system, which incidentally uses a .wad file format to store textures. They can be viewed in Slade and converted into Doom format.
  5. Major Arlene

    What is the best map you've ever made?

    As of now, I guess I would have to say Harkonnen, for the 4800 HK project that's unfortunately still ongoing. This was my first serious mapping attempt and I especially enjoyed building the ending fight. Just wish the damned project will be released. Anyhoo, it's really nothing special but it's probably better than my other two releases.
  6. Finally got textures from Cry of Fear imported and usable in my project (with permission, of course)! Seeing those textures in a Doom map is beyond surreal, and I'm totally stoked to start work on this!

    1. Ex Oblivione

      Ex Oblivione

      Cry of Fear is awesome! And so is Afraid of Monsters. Both are amazing mods.

  7. Major Arlene

    The "stupid mod idea" thread

    https://www.dropbox.com/s/c61qsmm8qwa6h30/sweepintime.wad?dl=0 this
  8. Major Arlene

    Doom girl HUD

    If you need a sound set for her I'll volunteer :D
  9. Major Arlene

    Your thoughts on the Wolfenstein series

    I haven't played much of classic Wolfenstein 3D, it's pretty bland as far as gameplay and I was constantly lost. That being said, I'm going to try to make a point of playing that and Spear of Destiny this year. Wolfenstein '09 I also started but never finished, I enjoyed some of the environmental elements of it but honestly remember none of what I've played of it story wise. Another "to-do" game. Wolfenstein: TNO I enjoyed for the most part, storyline was fairly close to what you'd expect from it. I didn't really approve of the half-assed love story that they decided to splice in. There's no real basis for connection or chemistry between the two, other than BJ saved Anya from the hospital and now he's suddenly regained his mind and killed a bunch of Nazis and she is up. for. it. Yay, I guess. The other issue I took was with the choice of who to save towards the beginning of the game, because in the end it effected only a couple things story-wise and gameplay-wise (Fergus FTW tho). Aesthetically, though, TNO was fantastic, and did stick to a lot of the classical gameplay elements and guns, just put them in a much more realistic setting. Even the dog food health power-ups made it into TNO. One thing that I found really interesting is how they implemented the classic map into a more realistic world. BJ moves slower throughout the map, which definitely gives away just how unrealistically fast classic BJ and Doom Guy were. It was just definitely a really odd jolt to have been facing pretty realistic-looking (for the most part) enemies in the game, to all of sudden being face to face with a super-pixelated Nazi that shoots out realistic-looking blood. All in all, I enjoyed the game. BTW, ever been on a drug trip? Because you actually get to do that in this game. That was pretty... fun. I've not played the New Colossus because my computer would probably explode if I try, but I'm interested to know how it is story-wise. There was a ginormous blow-up around the time Bethesda released it due to some "controversial" tweets.
  10. A Youtube frequenter's perspective: 1. Difficulty I have learned that it is, in fact, okay (in my case, encouraged) to play on a lower difficulty setting if necessary. Otherwise, you're dying constantly, you'll end up raging, etc. then say things about the map that aren't true. However, if it's a well-balanced map, it'll feel, well, balanced (not empty) on any difficulty you choose to play. On another note, many non-commentary map gameplays are usually in the format of UV Max, which I guess sort of has created a school of thought, of sorts, of, "well, if that's how it's recorded, that's how it should be played all the time." Just my guess and experience with it. 2. Saves I tend not to use these unless it's a long map or multiple maps, and generally only when recording, more because GZDoom tends to crash if I die, and I'm not a fan of starting all the way over. The only other exception is playing megawads, I tend to chip at these a little bit at a time and will save when I get to a stopping point. I know several streamers who will absolutely refuse to save their game, they also play slaughter WADs mostly so I'm assuming it's something to do with the genre. I guess it just depends on what kind of challenge you want out of your game. All in all, there's really no right or wrong way to play Doom when it comes to difficulty or saves. Do what you feel is best for you and remember, it's a game! It's supposed to be fun.
  11. Major Arlene

    what are you working on? I wanna see your wads.

    If you look at the wireframe and the 10 different dummy sectors, I would say yes :P
  12. Major Arlene

    what are you working on? I wanna see your wads.

    at an extremely graybox point in the mapping process for this but here's a gazebo that took me way too long to try to do :P
  13. Major Arlene

    Video Game missions that make you angry/or ragequit

    Literally anything in Mirror's Edge and Watch_Dogs. Mostly because i suck at platforming/parkouring and driving in video games. But I keep going because both look wonderful and the reward of completing the missions feels nice.
  14. Major Arlene

    Which Doom monster do you dread the most?

    Archviles, with Revs in second and chaingunners third. 1. Archviles: If you have no cover, they're a nightmare, and if you're hiding out from them in a room of monsters you just killed, you're just as screwed. 2. Revenants: I suck at dodging their rockets, and the rockets can sometimes be unpredictable when going from one height to another (i.e. I'm standing down the stairs from one) 3. Chaingunners: anywhere in Plutonia I absolutely hate them. They're used often, without cover, and often in conjunction with Archviles. Yuck.
  15. Welcome to Near Death Experiences, a community project that aims to explore people's thoughts and views on death and dying. Someone asked me how this could be emulated in Doom, and he said, "Every beginning has an end, and it's our responsibility to make life as good as we can for ourselves and others. I can't think of a map for that, can you?" Well, think back to the very first episode of Doom. We slog through endless hoards of demons, and as we step into the teleporter after defeating the Barons, we think, "wow, I did a really good thing killing all those demons!" But, what's our reward? Another room of demons, surrounding us, tearing away at us before we are resigned to death. Regardless of our good deeds, our beginnings, we must meet our end. First things first, this is obviously a very heavy subject, so some disturbing content may make its way into the Discord and even the project. Keep that in mind before proceeding to the Discord or signing up for the project. Excessive gore, however, will not be tolerated. The rules of the project: 1. No Terry / troll / joke maps. I don't need to explain why this is a rule. 2. You are free to use whatever textures and monsters you like, but please ensure that you remove unused textures before submitting your map. If you don't know how to do this, there's Google and there will also be tutors on the Discord. This makes compiling smoother and keeps file size down. 3. No using copyrighted music. Period. There's TONS of royalty free music out there, and other sources that are not copyrighted. If you aren't sure, ask around. 4. Anything that is not yours that is used in the map (besides IWAD resources) should be put in your credits. 5. Please submit a text file with your submissions. This helps everyone, myself especially, when it comes time to playtest or compile. There is a text file template on the Doom wiki that shows the preferred format. 6. All maps should be UDMF format. This project will require a non-traditional approach, so this is to prevent anyone from limiting themselves on what they can do. 7. This is a mapset mostly focused on single-player gameplay, but if you so feel the need, you may add co-op or deathmatch starts to your map. However, multiplayer gameplay should not be the focus. 8. You may work with another person on your maps if you would like, however, please let me know ahead of time if that is the case so I can ensure everyone is credited properly. 9. All maps should be balanced for a pistol start, as there will be a hub map involved so players can choose their own way of experiencing everyone's maps. The mapping period does not officially start until August 1, but you may work ahead of time if you like. Mostly, I am announcing this early so everyone has time to gather their thoughts and brainstorm. The mapping period will run through the end of November, then there will be two months for beta testing and compilation. I hope to have this project completed by the end of January. These are not extremely hard and fast deadlines, but I'd like to stick with them as much as possible. There are 32 map slots, but I'll add more if interest is high enough. If you're interested in this project, feel free to join the Discord: https://discord.gg/jH863ru I am looking for Tutors and Playtesters on this project, so even if you aren't mapping, I can likely use your help.
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