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Roofi

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About Roofi

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  1. Roofi

    MAYhem 2018 - Purple Version!

    @valkiriforce I completed your purple map on UV-max on my second attempt. I was a bit long to find the second secret but I had a lot less trouble with the traps than in your orange map. As a matter of fact , I prefered this map than the other because the gameplay was more dynamic with a better interconnected layout and more diversified and fair traps involving custom monsters. However , I found your orange map had a better use of textures. I didn't really like the textures choices despite the architecture was more interesting. I recorded a demo on the RC1 but I don't think it was the last version. In any case , Biorenegat already reported the bugs I noticed. DEMO I found the texture usage very bland in your map because I'm not a fan of the mixture between purple and grey textures. Using grey textures was not the problem itself but they were too massively used imo. Despite that , the architecture was more pleasing to see and you built various places so that your level didn't lack of exploration. My favourite part is the outdoors section where you take the teleporter to go to the soulsphere's secret. As said before , one of the strong points is the rather open progression which allows the player to explore the base as he wishes. The red key's room stangely had a different but better texture usage. I found some similarities with your orange map concerning the gameplay. The hard traps mainly focus on custom monsters. However , the encounters were more diversified because you don't fight the same ennemies as in the orange map where you constantly used the cybruiser. Also , they were less punitive despite their dangerousness. I liked killing the possessed marines because you had to react very quickly even if they can't one-shot you as the cybruiser if you have a lot of health points. The fight with the twice immolator was cool and quite unexpected , they do the same attack as the Afrits from Scythe 2. I enjoyed the fast-paced gameplay due to less limited ammo/health and better interconnections. The secrets were not mandatory or really useful contrary to your orange map , that's a good thing. Conclusion : Less interesting aesthetics but better gameplay.
  2. Roofi

    MAYhem 2018 - Purple Version!

    @Pinchy Finished your map on UV without max , I accidentally exited the level while thinking I had to survive in a final fight because some monsters were still alive. I didn't find the RL's secret , I took a quick look on Doombuilder and it seems to be timed. Your purple map highly constrasts with the orange one , especially due to its utterly cavernous aspect. I prefered your orange map because it had a more complex level design and more detailed architecture. The purple version seems to be rather a speedmap because the progression was more linear and the aesthetics were more simplistic. Regardless of my remarks , I had fun finishing your map , it didn't lack of exploration and the gameplay was solid. The overall tends to be quite easy , even if some tough traps keep you on suspense all along the level. DEMO I died once because I didn't find the SSG before triggering some traps. It was pretty well hidden for a such important weapon , even if you will be teleported on it later in the level. I tried to kill the HK and the grell with my poor shotgun in my first attempt but they were too resistant and ammo tends to be rare. I liked how brutal the beginning was but also how you can find strategies in order to wake the zombies without losing too much health. Your map has some brutal traps involving hitscanners. The fake exit's trap was dangerous but killing armies of zombiemen with a RL is always fun under any circumstances. Your map was simplier and shorter than the other but I found again some nice scenarios using boom tricks . I enjoyed seeing the bridge coming out from the water after you pressed the red key's switch and also the innumerable circular platforms raising after the first fight. The progression was interesting with a lot of interconnections. Platforming is not my thing when it becomes too unfair but it may also adds some variety when it's reasonable. I had some fun jumping on those platforms because the liquid was fortunately even not damaging and you put many fast lifts. The detailling and the architecture were less impressive than in your orange map but it was still good to see. I've nothing to complain about it. Conclusion : A cool cavernous map with a very moderate difficulty and some exploration.
  3. Roofi

    MAYhem 2018 - Purple Version!

    I will start my feedbacks tomorrow. :)
  4. Roofi

    MAYhem 2018 - Orange Version!

    Here is my review for @dobu gabu maru surprise map . I hid it in a spoiler because it's supposed to be the secret map of Mayhem Orange for obvious reasons DEMOS I've reviewed all maps , I will replay Aquila Chrysaetos and Nirvana's level tomorrow. I've made a rough personal rank of the easiest maps to the hardest. 1- DanielAlexander 2 - Redead-ita 3 - Needhealth 4 - Ozku 5 - Aquila Chrysaetos 6- Crunchynut44 7 - Eris Falling (Should be placed in the first slot imo despite it's quite challenging gameplay) 8 - Walter Confetti 9 - Marcaek/Breezeep 10 - Paul977 11 - Carboxylicsacid (Hard but very short) 12 - Amok 13 - Scotty 14 - Demonologist 15 - Pinchy 16 - Obsidian 17 - Nirvana 18 - Valkiriforce 19 - Roofi 20 - Benjogami 21 - Dobu Gabu Maru (must be used as a secret map in any case) 22 - Wilou-84 (must be the final map according to me , the last fight is really epic).
  5. Roofi

    MAYhem 2018 - Orange Version!

    @Pinchy I finished your level on UV but not max because I couldn't reach the cell charge's secret. I took more than a hour killing all monsters and searching secrets (I used Doombuilder to locate the last one). It's a second demo attempt because I tried your map weeks ago but died in the red key's fight. Anyway , it was a really cool map to explore with a non-linear gameplay. DEMO Your map proved to be enough large to make my Prboom a bit laggy lol. The huge "garden" has a lot of beautiful details while everything was visible due to the absence of relief in your map. The gameplay reminded me a lot of Hell Revealed's map 13 with its very open garden and the omnipresence of dangerous ennemies which guard the important spots. I always appreciate mappers who place the same weapon in various places because it allows the player to create different strategies. You can in fact find two SSG and two Rocket launchers without searching for secrets. You can obtain either the BFG and the rapid RL in the order you want if you survive in the key's trap before.I would have spent less time if I had the super RL earlier. The BFG was less useful for me due to limited cell charges. Your map is hard if you don't know where the secrets are or if you try to kill all ennemies by yourself. I especially had to make the perched cybruisers killing the giant army of pinkies in order to not run out of ammo. I'm generally not a fan about forcing the player to abuse of infightings but your map was enough large to make it fun. I'm lying a bit , because infighting is not actually necessary if you manage to grab the plasmagun and unlock items without being killed by the group of cybruisers. It's a very risky task whereas I wanted to play very carefully. The big mandatory traps in order to get the keys were very brutal . I decided to survive in the fight with the arch-viles and shadows first because you can easily escape the red key's trap by using the secret teleporter or walking on the rapid RL's lowering sector if you are quite fast. The secrets were well hidden , I took a lot of time finding them. I must complain the fact that the cell charge's sector become unreachable if you don't find it before lowering the sectors near the RL. I especially enjoyed the epic outdoors fights and the scenarios using the voodoos dolls like the big raising stairs after the vile trap. The music was really beautfiul and fits well with the atmosphere. I found a unclosed sector in your map , you must correct it. Conclusion : A big non-linear map with epic encounters.
  6. Roofi

    MAYhem 2018 - Orange Version!

    Thanks a lot ! :) @amok Finished your level on UV-max with saves. I recorded a demo but I gave up after dying couple of times in the same trap after killing three quarters of the ennemies. My demo was not a FDA because I gave a try days ago so I already knew the first traps. Your map was globally not really hard but the cybruisers proved to be particularly lethal . I enjoyed exploring your level thanks to its well detailed and quite massive architecture and its a bit twisted progression. DEMO It was a tough map mostly because you must survive in a lot of brutal traps. I always had enough health and ammo to recover well between each fight but a cybruiser's rocket in the face or an expected encounter with an explosive lost soul may be fatal in most of the cases when you only have 100 poor health points. I liked the inguenity you've shown in some traps but I found some fights involving cybruisers really punitive or useless. I died many times in the long corridor with a lot of barrels because you have to be really agile when twice cybruisers shoot their superfast rockets at the same time. You can fortunately grab the rapid RL before triggering the trap but it stayed quite dangerous. The most pointless fight was maybe the one where you release a cybruiser from a little cage while a chaingunner appears behind you. I definitely didn't have enough space to kill it with my RL so I took cover between the cage and the lift in order to stuck him. It bored me to survive this way but it was the most secure strategy. No complaint about the others fights , they were dangerous but more manageable in a first attempt , I particularly enjoyed when the floor lowered by surprise. I had the most fun in the rapid RL's trap because pulverizating the dozens of monsters in the "hallway" was extremely enjoyable. I digged more the architecture than the texturing. It reminded me of Mars War (a old megawad) for some reasons. I saw a lot of variety betweens rooms and a god mix between outdoors and indoors exploration. As I said before , the progression was rather strange and reserved a lot of unexpected moments. I realised after that you don't need to do the rapid RL's section in order to get the green key. It gave a certain non-linearity which makes the level more interesting to play. It was aesthetically pleasing to see your level but it lacks of cleanliness in your textures usage. I found several misalignments or textures which don't match very well... I took some screens but I will not report all of them. It needs some fixing on that side. See the light texture which is cut in half in the ground : Some rockets are strangely floating here : - Items in front of mandatory switches are annoying. Conclusion : A quite big tech base level with some tough fights and some exploration. I liked the music.
  7. @Catpho That's too bad. :/ I'm sure you can make a simple Ultimate Doom map at least. Do not plan to make a big or a very detailed level if you're learning to map , it may be very frustrating. Just think about the gameplay first. I made my very first map in a speedmapping community project in order to have some quick reviews , it helped me a lot. There is no deadline, take your time gathering some ideas you find interesting. Playing wads always give some inspirations but I also recommand you to closely look the maps from the second episode of UD on Doombuilder. I always steal take some ideas from mappers I like when I feel uninspired. Don't feel ashamed if you don't manage to make an impressive architecture or if you take a while making a single room for now. For a beginner , just make something simple but try to experience various things with linedef's actions , textures... It's not a very demanding project so errors are allowed.
  8. Roofi

    MAYhem 2018 - Orange Version!

    Thanks @Catpho and I hope my demos will help you , mappers. :) @Crunchynut44 Done your map on UV-max , it was not a difficult task even if I died once for a stupid reason. A pretty unique map in reason of its medieval theme with a bit of futuristic technology. The large majority mappers built a tech base in their map , so your map was a little breath of fresh air. The architecture reminded me a lot of Heretic's levels thanks to the omnipresence of big stonebricks textures and wooden beams. FDA : DEMO (RC2) I don't have a lot to say about the gameplay , the whole was quite simple. I struggled the most against the two Hades elementals when you meet the Spider-Mastermind. I had no trouble killing the cybie just before because it was deaf as the HK. I digged mostly the exploration in your level and particularly the secrets which were not particularly hard to find. The rapid RL would have helped me against the bosses and Hades Elementals but it was not mandatory fortunately. As I said before , it looks heavily inspired of Heretic levels aesthetically. I like caverns maps and rocky landscapes in general , I wasn't disappointed in your map. You played a lot with light graduations while keeping a certain homogeneity and consistency in textures choices.Some futuristic decorations as the neons were cleverly introduced so that it fits like a glove . The orange lava was not harmful again as many other levels, but I start to get used despite I still find it quite weird. Conclusion : A rather easy map with an unique medieval theme in the mapset.
  9. Roofi

    MAYhem 2018 - Orange Version!

    @Marcaek/ @Breezeep I finished your level on UV without max due to technical issues which prevented me to kill all monsters. I played the map in the RC2 version , I hope it was the latest. because it needs some fixing. Anyway , it was an amazing level to explore and became one of my favourite level of Mayhem Orange. FDA :DEMO The thing I loved above all was the complex and massive architecture throughout all the map. The circular rooms and especially the last one with the orange light impressed me a lot. I must say "Bravo!" for making this big and full of accurate details tech base in less than a month. I also liked the omnipresent darkness which gave a very deep atmosphere even if I sometimes had to turn up the brightness in order to see the shadows. I must complain the lack of secrets because it's possible to add some , thanks to the very non-linear progression which allows the player to explore the base as he wishes. Also , some parts become totally unaccessible. You can't go back to the rocky area with the startan key because the lift goes down only once. The switch next to the lift strangely has no utility. You can't go to the orange key's path because the walls were definetely raised too. Your map was quite difficult mainly because of numerous hitscanners and shadows. It was enjoyable even if killing those monsters with limited resources was not really my cup of tea. I had a lot more trouble in the orange key's section than the startan one's , the shadows can sometimes be a pain in the ass to kill with the RL. I mostly died because of them. The last fight was surprisingly easy because you can easily escape the circular room and kill the monsters from a safe point. I think you should lock the doors in order to make the trap more effective. The vile was weirdly stuck in its hole , I couldn't kill him too. The BFG proved to be useful but not overkill because the cell charges were actually very scarce. It helped me in hard times. I found some bugs : - The first big lift leading to the outdoors can be dysfunctional. I don't know how I did that. I'm shooting an invisible wall because only one sector raised. - HOMS -Misaligned texture. Some switchs are misaligned but I have the same strange problem in my map. Conclusion :A very high-quality collaboration map with a strong architecture and a quite tenacious gameplay.
  10. Roofi

    MAYhem 2018 - Orange Version!

    @Scotty Just beat your level on UV-max , I needed some tries mainly because of the last trap. Apart from that I didn't have a lot of trouble finishing your level. I spent a good time globally except at the final part because I'm not really fan of fighting hades elemental in cramped areas (and also cybruisers in some situations). Here is my FDA : DEMO (RC2) I found the secret area early thanks to the not so hidden "secret" switch lol. It helped me a lot in reason of the blue armor though the fight was quite dangerous. In any case secret entire areas are always welcomed , even in little maps as yours. The few cybruisers constitute a considerable threat without being too overwhelming. The very beginning of your level was pretty brutal because of the first one lol but I fortunately didn't lack of soulspheres despite how scarce the armors were. Just a little remark , I always have some trouble with shootable switchs which can be actually reached by foot. I always forget I must use my pistol on them and try to press "use" instead. It may be annoying in fights because I lose few precious seconds. I liked how you can easily skip some traps in order to provoke a lot of infights. It was mostly the case for the monsters at the center , near the first cybruiser. You can use them to your advantage in order to spare more ammo for the last fight. The trap with the teleporting Hades elemental and arch-viles was by far the most interesting imo because it forces you to quickly move across the already explored zones in order to prevent a mass resurection. I had a lot of fun killing Hades elemental in outdoors large area too , despite the one near the green key which may be very dreadful. I disliked the last trap mainly because I got instantly raped in my first tries. However , I admit it wasn't that unfair once you found the good strategy in order to easily take cover from the powerful custom monsters. The last explosive lost soul was a kind of joke but I survived it by chance because I trusted the prboom' monsters counter too much. lol Not really special things to say about the aesthetics because it was rather beautiful , especially in the secret area. I found a bit funny that the red lava was completly harmless whereas the black liquid was damaging.I tend to interpret liquids in the opposite way , red often means danger for me contrary to the black. At last , a misalignement here : Conclusion : A nice little fast-paced map with some tough traps to keep you on suspense.
  11. Roofi

    MAYhem 2018 - Orange Version!

    @Paul977 DEMO I beat your level on UV-max with only one death. It was rather easy as you said but amusing . I had the feeling to play a Death-destiny's map on HNTR difficulty because it seems that the architecture and the gameplay were very inspired by his maps. However , the numerous soulspheres and armors helped me a lot to survive the traps and the BFG facilitated greatly the task while it was given very early in the map. I will be quite brief because it was quite short and I didn't die enough to examinate the traps in details lol. The only dangerous parts were maybe fighting the viles at the beginning without the BFG and the fight with the cybies at the underground part. The platforming sequence before the last fight annoyed me a bit because I don't like using the computer map to know where I must jump. Despite that , a teleporter was nearby and platforms were quite big so I found it enough fair. The last battle proved to be weak compared to the others , I was expecting a tougher fight. I digged the tall architecture and all the details which remind me directly of D-D's maps. At last , a lot of strategies are possible thanks to very open gameplay and the fact that you can find a BFG in each area . You can even skip the first monsters in order to kill them with the BFG later. Conclusion : A good slaughtermap with a non-linear progression and a very softened version of Death-destiny's gameplay which can please rather inexperienced players.
  12. Roofi

    Post Your Doom Picture (Part 2)

    Hi Mr. Graytall ! (from 50 shades of graytall , map 16 by TimeOfDeath)
  13. Roofi

    MAYhem 2018 - Orange Version!

    @Ozku I beat your map on Uv-max . I found your level excellent, I expected a more mundane level to be honest but everything was neat instead. A lot of exploration rhythmed with some little tough traps. DEMO The major strong point of your level was the layout itself. You did a lot of clever interconnections between rooms so I was never really lost in your level. Also , everything was enough large to make a fluid and pleasant progression. I enjoyed exploring secrets because a lot of them consisted of entire areas with useful items of course ! It reminded me a lot of Ultimate's dooms maps . I didn't have a lot of trouble finishing your level thanks to abundance of health/ammo/armor. I sometimes like maps full of traps but I also enjoy rushing toward monsters without thinking. The rare traps you put on your level were enough to keep the player on suspense. They also happened at unexpected areas. I liked how the outdoors stairs lowered to make teleport two archviles or the lowering floor which revealed a cybruiser and a couple of monsters. You used the cybruiser and the Hadès Elemental as a real mid-boss and not as common powerful monsters contrary to many maps (and also mine). Your map has also a great exploration aspect. Your base contains a lot of various places with different textures , differently shaped rooms and especially a mix between outdoors and indoors areas. The detailing stayed quite simple , maybe a bit more advanced than a classic doom map. However , the lights made the whole more subtle. Some textures don't match very well together in the other hand , few exemples : Conclusion : A fun and dynamic classic doom map with some eccentric traps.
  14. Roofi

    MAYhem 2018 - Orange Version!

    @Benjogami Phew , I managed to finish your level on UV-max after many , many , many deaths. It was fucking hard but the gameplay was very solid. I record two demos on your map. The first is really long and ends with a crash because of Hadès Elementals. The second is a lot shorter , I just died few times before completing the level. Both must be launched with the RC2. First part with crash Second part with the completed level I was a bit skeptical about the gameplay at the very beginning because I'm not a fan at all of mandatory infighting in doom maps. However , I discovered very early that you can use some teleporters located in the lava to directly reach the super rocket launcher. Your level gives some opportunities for the player to create his own strategy and I liked it. The idea of making a secret fight in order to collect a duplicate of the green key was cool and really useful. I only beat your level by collecting the secret green key in order to kill the army of hell knights from the plasma gun's room. In my first demo , I tried a lot of strategies before finding the most secure. It was fun so I had enough perseverance to finish your level without saves. The final fight with the shadow/arch-viles combo was the most brutal due to the fact that the (fucking annoying) shadows can rape you in a few seconds and very quickly appear from all sides. I passed the big battle with the HK and the 2 cybers only once in the right way so I will consider it was the hardest part of the level. The gathered megaspheres didn't help me that much because I was forced to stay on the damaging liquid while a billion HK were spamming their fireballs xD. The secret fight looked very hard at first sight but it was in fact very easy with the RL even if I sometimes died. The super RL was way more efficient than the secret BFG because you can very quickly deal huge damage at a specific point so you can easily create a path in a block of monsters. Every fight emphasised the incredible power of the new weapon and it was the strong point of your map. The plasmagun was also completly useless in the last fight tbh and I used the RL instead. Your map has a great architecture and the rocky mountains render very well , nothing much to say. However , I expected to enter in the huge building located to the right to the spawn but it was just here for decorative purposes. I liked the music a lot. Conclusion : A good very hard slaughtermap which mostly focuses on the custom weapon and a certain non-linearity.
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