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WindbagJacket

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About WindbagJacket

  • Rank
    Warming Up
  1. WindbagJacket

    Eagle Mapping Project

    I've started a map, sign me up! Really liking the textures so far
  2. WindbagJacket

    Doomworld Mega Project 2017 (Final)

    Unfortunately I have to withdraw from the project this year. I have a map but I aimed too high and it's just way too big for me to finalise properly in the time I have left. Good luck with everyone else's maps, I'm looking forward to seeing the finished product! Just for my own sanity so it feels like I accomplished something, this is what I have so far: Next year I'll try and be more realistic!
  3. WindbagJacket

    Doomworld Mega Project 2017 (Final)

    I'm in!
  4. WindbagJacket

    Doomworld Mega Project 2016 (v2 is on /idgames)

    Thanks for playing rdwpa. That's the first time I've seen a playthrough of something I've made (although we must have a prboom version mismatch - you die in the version I watched). It gives me so much to think about - really valuable to see. All I can do in time for the deadline though is tweak the vile at the RK so he gets released a bit later. Updated link: https://www.dropbox.com/s/e2r2bbrkdbzlqxc/bcsh_v1_5.wad?dl=0
  5. WindbagJacket

    Doomworld Mega Project 2016 (v2 is on /idgames)

    Finally got around to fixing and polishing my map... Thanks for any feedback. EffinghamHuffnagel and TimeOfDeath - I addressed all the issues you mentioned a while ago. Updated info: Level name: Bloodcult Stronghold Author: WindbagJacket Compatibility: Limit removing Tested on: ZDoom and prboom-plus Building time: About a week and a half, plus a few more days spread over 2 months Editors used: Doom Builder 2, GZDoomBuilder and Slade Custom music: MAP24 from Community Chest 3 - credited there to "Bobby Prince (for id Software;)remixed by Jay Reichard" Difficulty settings: Yes - easy, medium & hard. Mostly tested on UV. Bugs: Probably still some misaligned textures. New link: https://www.dropbox.com/s/n2z0vqao3go5szm/bcsh_v1_4.wad?dl=0 https://www.dropbox.com/s/e2r2bbrkdbzlqxc/bcsh_v1_5.wad?dl=0
  6. WindbagJacket

    Doomworld Mega Project 2016 (v2 is on /idgames)

    Ah ok thanks, I appreciate that Edit: sorry for double post. Tried to delete but can't...
  7. WindbagJacket

    Doomworld Mega Project 2016 (v2 is on /idgames)

    I had a quick play on UV. Quite liked the gameplay but I felt like ammo was a bit scarce
  8. WindbagJacket

    Doomworld Mega Project 2016 (v2 is on /idgames)

    Great maps everyone! Here's my entry: Level name: Bloodcult Stronghold Author: WindbagJacket Compatibility: Limit removing Tested on: ZDoom and prboom-plus Building time: About a week and a half, plus a few more days spread over 2 months Editors used: Doom Builder 2, GZDoomBuilder and Slade Custom music: MAP24 from Community Chest 3 - credited there to "Bobby Prince (for id Software;)remixed by Jay Reichard" Difficulty settings: Yes - easy, medium & hard. Mostly tested on UV. Bugs: Probably still some misaligned textures. Author's comments/self critique: * Pretty much done. I'm burnt out on it for the moment but will come back and polish it before the final deadline (I'm getting a much better understanding of why megawads can take years to develop!). * Ended up much bigger than I initally intended, especially as I hadn't touched doom mapping in a couple of years before this. * It's probably not air-tight gameplay-wise (I enjoy mapping more than playing, and I'm not that great a player), but hopefully there's some fun fights in there and unless I done goofed, it should be completable. * I did start to get bored of the stock textures after a while and found it hard to add much variation. * Normally I much prefer techbases so this was new territory for me. * Use of lighting isn't very interesting IMO. I do have a couple of questions: * What's the best resource for free custom music? * How can I tell if it's vanilla compatible or just limit removing? * Can I add a custom sky and still be vanilla/limit removing compatible? Any suggestions/critique/abuse very welcome. Let me know what you think! Here's the link: https://www.dropbox.com/s/okr10f1c9p0hiqs/bcsh_v1_0.wad?dl=0 https://www.dropbox.com/s/n2z0vqao3go5szm/bcsh_v1_4.wad?dl=0 Latest: https://www.dropbox.com/s/e2r2bbrkdbzlqxc/bcsh_v1_5.wad?dl=0 And here are some screenshots:
  9. WindbagJacket

    Doomworld Mega Project 2016 (v2 is on /idgames)

    I'm part way through a map, sign me up!
  10. WindbagJacket

    ZDCMP2: Happy Doomsday Edition (RC2)

    I've been playing through this over the last couple of days and finished it earlier - fantastic map! Really enjoyed it throughout. I enjoyed using most of the new weapons. It felt like they all had a place rather than just being there for the sake of it, although I felt like I never had enough nailgun ammo to really get much use out of it (I remember feeling this in Quake as well, oddly). As has been mentioned though, the grenades felt a bit awkward to use accurately, and it sometimes felt like I had to be on a different planet to avoid the explosion myself! Again I liked most of the new monsters and enjoyed the boss fight, although I admit by the end I was very sick of the imp variants. I felt like I spent a lot of time sniping them from afar with the rifle, which got a bit tedious. And as people have already said, I thought the cyberdemon area was surprisingly empty, although it was still a cool fight and area. The map itself looks great, especially the tech base (I always prefer tech bases - the hell portion looked great too). Some really cool architecture throughout, and I liked the usage of 3D floors/water/etc. The graphical glitches were there but weren't too disruptive. I did suffer from low framerates in some areas (mainly at the dig site, looking outside through glass in the tech base, the area before the final gate, and especially immediately after killing the boss). Welp this post turned out longer than expected. Overall, I had fun, great job!
  11. WindbagJacket

    A techbase by armouredblood

    Really enjoyed the gameplay throughout the level. I played on HMP and found there was just the right amount of health/ammo so that I had to keep an eye on what I was using but not worry too much. I really had to keep strategising over how to win each fight, especially in the opening couple of rooms, where I died the most. I did notice myself doing a lot of hide/peak/shoot/repeat towards the end but I think you made it hard enough to break out of big groups of enemies that this wasn't a problem - I felt like I'd earned it. Also liked the barrel placement. The only real negative for me was lack of detail/texture variation but that wasn't a massive issue - what is there now looks solid.
  12. WindbagJacket

    First map (also hello)

    Yeah Enjay funny you should mention that. Originally there were some handrails on almost all of those lines and I didn't really like the look of it, but I still didn't want the player to fall down because I didn't want to shoehorn in some contrived way of getting back up, and having slime or something didn't seem right to me either. I kind of wish I had let the player fall now, it would make those segments a bit more frantic if you knew there was a risk of falling. I agree with what you say though, there should at least be some visual cue about where you can and can't go. I'll definitely look at handling that differently in future maps.
  13. WindbagJacket

    First map (also hello)

    I've been through and fixed all the texture errors and removed all the unused textures from the resource packs to get filesize down, and merged them properly this time. It now runs on prboom-plus-2.5.0.7 with -complevel 9, as well as zdoom. Also added some screenshots. Updated link: http://www.mediafire.com/download.php?4djeb205wub7rr6 Screenshots: http://i.imgur.com/aUT6EoV.png http://i.imgur.com/u08Ssfz.png http://i.imgur.com/3cGemWP.png http://i.imgur.com/WfZP5kE.png http://i.imgur.com/PnXu5uf.png
  14. WindbagJacket

    First map (also hello)

    Thanks for your comments... Those texture names look like they're for textures I replaced at the last minute. Used DB2 map analysis to remove them but I guess it doesn't check for when they are completely obscured by a neighbouring sector? I don't suppose there's a nice easy way to isolate them all and fix them?
  15. WindbagJacket

    First map (also hello)

    Haha I wish
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