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Roofi

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Everything posted by Roofi

  1. I changed many ideas in my map. I'm fully working on it now , I think I will finish it in few days. :) At first I wanted to make a quite big limit-removing map but finally I prefer to make a totally vanilla map and a theme very close to the original episode. I find Doom mapping funnier with vanilla settings because I don't lose too much time on useless details. Of course, I kept the exploration gameplay that I wanted to do and I make a very accessible difficulty because I don't want to frustrate the player with tough traps. I inserted a few zones of my ancient map in my new one in order to not give up everything.
  2. Roofi

    [WIP] Eviternity - A Boom Format Megawad

    This megawad needs a boom-compatible Spyro map.
  3. Roofi

    The DWmegawad Club plays: Struggle

    Map 08 : The forgotten base Difficutly : Medium Death(s) : 0 DEMO A forgotten base? What a lie, you saw all the creatures inside?! I miraculously managed to finish this level in one try since the difficulty goes up a notch although the wad stays very feasible for the moment. The rarefaction of armors greatly impacts (for my part) the fast-paced side of the wad. You can always try to run to the monsters but the many revenants can obviously reduce you into pieces. Add to that , the dangerous traps involving at least one arch-vile acting as a turret , as well as the traps that follow each other like at the end of the level where the ground descends by surprise. It's the hardest map yet and I don't expect it to get any easier afterwards! I think I'm gonna suffer in the final levels. :) In any case I found the map a little more beautiful than some I played before. I always like it when a circular room fits into a very square layout. It brings more diversity and complexity too. The level is quite mazy but as Antares said previously, you have to pay attention to the "Unit 1" Unit 2" signs because they indicate the order to follow. I also liked the "resupply room", I always liked the concept of "supply rooms" in maps, like the "armory room" in the map "Sewer treatment". There are also many more "locked doors" which give more meaning to the interconnections. Map 09 : Spectre Strike Difficulty : Medium Death(s) : 1 DEMO The difficulty continues to increase as long we advance in the wad. Expect to see more invisible cacodemons than usual according to the title. On the other hand, it is far from being the main source of trouble, the more I play this wad and the more I have the impression that the revenant is really overpowered compared to the rest of the bestiary. All my deaths are due to them (and my nullity too). They'll kill you in gewseconds if you don't have any armor. The flying boss that we beat in the sixth level returns but does not pose big problems, it can however surprise the most inattentive players. The level is not really very difficult although several traps make many enemies appear at the same time. Besides I found it amusing how several different traps are activated in the same large room at the very beginning. The spectres are not very vicious in this level since their appearance is generally quite predictable and we benefit from all the space necessary to see them from far enough. On the other hand, a huge peak of difficulty appears when you press the switch near the non-secret blue armor. Indeed, a handful of viles accompany the many monsters that appear. If you run away, another one is waiting for you in the main room and almost killed me . Like the previous level, I found the architecture and use of textures more neat. I think we're approaching recent levels of antares. It's still grey but the darker aspect breaks a bit the monotony. The level is also more open and the interconnections better worked. The room where the blue boss appears is very pretty and the brick textures a little orange give a certain mystical side. Moreover , I have a favourite for the external zone at the very end of the level , I like how Antares details the rocky landscapes.
  4. Roofi

    Doomworld Mega Project 2018 (beat your own map)

    I started a map in january but I gave up. So I made an another joke-slaughter map instead. :) I have to do some corrections but everything is doable. DOWNLOAD (v1) Update of my map , the v1 can't be launched on DOS due to a strange error message and also has a little VPO area. The V2 makes the map DOS compatible but my demo can't be played on it. DOWNLOAD (v2) Edit : Oops , I forgot the rule 2. I don't know if it's possible to keep the v2 even if I did my demo on the v1 considering I edited my map just after recording my demo in order to not have to do an another. My map will be limit-removing instead of vanilla if not possible.
  5. Roofi

    The DWmegawad Club plays: Struggle

    Map 06 : "Meet the Afriest" DEMO Difficulty : Medium Death(s) : 1 No UV-max here too because you can't go back to the grey base once you have been teleported into the blue strange cavern. It doesn't stop getting harder, the fights will make you more "struggling". First , you are way more vulnerable due to the lack of armor considering that the monsters are more dangerous compared to the original bestiary. Secondly , don't expect to play fast if you try it for the first time , the cramped layout force you to fight powerful monsters in close-quarters. The invisible cacodemons and the revenants get really dreadful due to narrowness. Be careful while using your grenade launcher ! Thirdly and its the most important feature : two totally new enemies which have an unique attack and a recolored sprite from Heretic ! You will meet it some ophidians in a kind of computer room located in the grey base the first time. You will fight a bunch of blue disciples of D'Sparil in the last area consisting to a strange surrealistic blue cavern . Their "new" attack are just various projectiles of already existing monsters (hell knight , cacodemon..) combined with a dangerous blue plasmaball . They are not really hard to beat thanks to their reasonable ammount of HP but they prove to be efficient in closequarters fights . Fighting the new "bosses" was the funniest part of the map for me. Despite of that , I didn't like the gameplay a lot and the grey colour bores me a bit in this map compared to the blue section. Map 07 : Point Foxtrot Tango Difficutly : Medium Death(s) : 2 DEMO Weird but funny name. It's the dead-simple map of this map where you confront the classic duo of mancubus and arachnotrons but not exclusively. Antares reserved for you some explorations and a quirky final fight against a customized Spider-Mastermind. The very beginning was brutal , you shall pick the green armor as soon as possible because the revenants can kill you quickly if you don't react in time. You will also find the blue monsters you encountered in the previous level but they don't pose real problems. The map 07 gives the opportunity to show the new weapon of the arachnotron since it now has a machine gun instead of a plasma rifle. The Spider mastermind fires very powerful plasma balls but it looks like it can still shoot bullets because I lost health even if I managed to dodge the plasma balls. I was hallucinating maybe. The last fight is quite difficult but can be easily overcome it by understanding the pace of the ascending and descending walls. I expected to start in a blue level because of the end of the previous map but this is not the case at all. Indeed, the adventure still takes place in a grey base with certainly a pleasant appearance but which becomes a little repetitive for my taste. I loved the music of this level like the others, it gives a really dynamic and funny tone to the megawad.
  6. Roofi

    The DWmegawad Club plays: Struggle

    Map 05 : "Sewer Treatment" Difficulty : Medium Death(s) : 0 DEMO No Uv-max here , I accidentally stepped on the exit linedef. A slightly easier or harder map compared to the fourth depending on whether you found the not-so-hidden megasphere's secret or not. The major part of the level was a piece of cake thanks to plenty ammo and health but beware of the untreated water which can deal you little damage. The quite numerous "radsuits should help you a lot. The first time i've seen the new sprite of that item in the big room where you take two curved corridors in order to reach a red and yellow door , I thought it was an invulnerability sphere. Nevertheless , you can easily guess the purpose of the "new item" without having to test due to its abundance contrary to the fourth map where there was only one computer sphere. A new weapon also appears in this level : the assault rifle which currently replaces the plasma gun. It uses bullets but doesn't act as a hitscan weapon like the akimbo or the shotgun so it may be hard to use in long distances. However , it's incredibly powerful in close-quarters fights and against boss. You should spare some ammo for the last Cyberdemon which uses the same ammo as your grenade launcher ! I liked the fact that the red key unlocks an armory room where you find the new gun. The map has a similar gameplay to the third map where many ennemies stacked in corridors don't pose a really big threat. It's my favourite level for now because the more ennemies , the better when the bestiary mainly consists of weak monsters. The last traps showed to be very dreadful if you didn't pick up the megasphere before. The embuscade happening before you obtain the blue key may kill you in few seconds. The last fight against the cyber is not that hard but you must also know where you put your feet due to the presence of toxic liquid. The music and the level itself remind me a lot of Moonblood for some reasons , maybe due to the jazzy music.
  7. Roofi

    The DWmegawad Club plays: Struggle

    Map 04 : "Local outpost" Difficulty : Medium Death(s) : 0 DEMO It starts to get more arduous now. You have to explore a tech base located in a kind of highmountain. This map is more ambitious than the first ones because you must cross a lot of various places , namely caverns , canyons and the tech base. While the previous maps had a tendancy to be flat in order to facilitate player's moves , that one contains more height variations so that rushing become riskier. A lot of monsters and especially revenants are perched and force you to play defensively , you have to kill them first if you want to navigate in safety. This level has consequently a better gameplay because it incitates you to use all your weapons depending of the scenarios . The last big fight on the heliport requires a good usage of the grenade launcher and akimbo gun to survive because the monsters spawn too fast to use the other guns. The drill is useful to spare some ammo when you only face to weak ennemies as imps , demons or zombiemen. The pistol stays useful when you want to kill a far sniping enemy. The map itself is not really hard but contains more dreadful traps in narrow places. The fight on the heliport that I mentionned just before represents a real difficulty spike . I noticed that you can find the same weapons in various locations in the same level. There are in fact 4 grenade launchers in this map ! It's funny that you can find it in two differents secrets so it would be impossible to miss. I always appreciate when mappers put the weapon in different places , it adds a real touch of non-linearity. I noticed the same thing in the second level where you can find two drills. Also this map introduces a "new item". Not actually new because it's basically just a computer map but it has a totally different sprite due to its spheric appearance. It can confuses the newcomers , I myself thought it was an invulnerability sphere or a megasphere. However , the computer map doesn't help at all to find the secrets because they are all hidden in the automap , it's quite frustrating to be honest.
  8. Roofi

    The DWmegawad Club plays: Struggle

    Map 03 : "3rd Supply Depot” Difficulty : Easy Death(s) : 0 DEMO An easy map where the gameplay is more focused on Duel wield pistols. I had a lot more fun on this than the previous ones mainly because the level has more diversified and larger places. This map has more outdoors areas to explore. As the previous map , you will find many useful weapons : SSG , Grenade launcher , akimbo guns , the drill... and the abundance of health and ammo allows you to play aggressively. However , be careful of the few revenants because they can deal you a lot of damage with their turbo-missiles ! Monsters are in fact more numerous but they are almost no "real" trap and the bestiary mainly consists of histcanners , imps and some demons for now. I agree with tmorrow remarks concerning the revenants. I completed the sixth map yesterday and you should enjoy the fair difficulty of the first levels because you will start to "struggle" later. I really liked this level because you feel so overpowered while slaughtering the poor monsters with your akimbo guns ! My demo lasts 50 minutes because I humped every wall before finding the door which hides the teleporter leading to the blue armor's secret. I felt a bit idiot when I realized how obvious its location was. However , there was absolutely no clues about the secret teleporter leading to the soulsphere's secret even if I found it first. The map has more various shapes in rooms but the whole stays very classic and could please old-school doomers. As I said before , the player benefits from wider rooms so that he can more easily run and gun with his powerful new weapons.
  9. Roofi

    The DWmegawad Club plays: Struggle

    Map 02 : "Ready to survive" Difficulty : Easy Death(s) : 0 DEMO The second level takes place in a labyrinthic subterranean grey base. The difficulty doesn't rise too much but this map has more and bigger traps where you can experiment the new weapons. The drill is so cool , it's actually an upgraded chainsaw. Struggle deserves a cacoward just for this weapon and the hammer which both remind me of Postal Games. Melee fights become incredibly fun against low-tiers enemies. You can find two drills in the level so you will not miss them ! You can find also the SSG but it unfortunately doesn't have a new sprite or new characteristics excepts the new sounds. However , the chaingun has been replaced by dual wield pistols which have a faster firerate than the original weapon ! They were cleverly introduced in a trap where you have to kill a little army of imps while dodging revenant's missiles. The new weapons match well with the fast-paced gameplay so I hope that Struggle contain a lot of fights with many monsters as in Serious Sam games for instance. The second map is quite complex like the previous one. I had some trouble with the repeatable switch because it was quite difficult for me to identify which doors were opening. The level design encourages you to explore every corner of the level because the layout doesn't suffer of too much linearity. I always like exploring , even in maps with a fast-paced gameplay. The second map is as classic as the first one with its boxy layout and the global narrowness. However , it brings more substance thanks to some larger rooms as the blue key's room or the onewhere you find the "antaresian sphere" in the invisibile cacodemon's traps. I didn't have any problem with ammo or health ,that's a good thing because I don't like difficulty based on items restrictions. Struggle gives you a large arsenal very early as in Doom2.
  10. Roofi

    The DWmegawad Club plays: Struggle

    First Hello Some remarks concerning the new features before starting my reviews of the maps : NEW TEXTURES (and music) ! I saw a lot of screenshots of Struggle in Discord or in Doomworld and I expect really colorful maps. I can't say where they are coming from but they bring a unique atmosphere far from doom standards. NEW GUNS ! I don't know how all weapons work for now but the pistol is way more useful with its new burst-fire mode. The rocket launcher has a slower fire-rate but is more powerful. The shotgun seems towork exactly as the original but I love its new sound/sprite. Every weapon has a new sound and sprite which give the feel to play a 90' wad. I like it , it gave me a nostalgic vibe while playing the first level. However , you have a more limited backpack. New monsters ! Some monsters from DOOM's Iwads become more dangerous . The zombies have the same powerful pistol as yours. Revenants shoot their missiles at light speed. Imps and demons look more aggressive but I can't say more. I only played the first level for now. :p Configurations : UV-max , Prboom+ , FDA , pistol-start Map 01 : "At the Entrance" Difficulty : Easy Death(s) : 0 DEMO A very classic opening map with a punchy music which has been already used in KerberosComplex if I'm not wrong. As many first maps in a lot of wads , you have to fight against imps and zombies , bunch of demons and a few of powerful monsters. This level lets you tasting the unique atmosphere of Struggle and the new features I mentionned before. It's pretty hard to believe but I managed to get lost in the first level because I took a couple of minutes searching the shootable switch. I found it once I realized that there was a drawing on the floor. I thought it was a secret at the beginning but it actually allows you to grab the blue mandatory key. Some little puzzles enrich the progression in Doom maps but it makes the first level a bit complex on the other side. As I said before , the colorful new textures bring an unique atmosphere. The textures usage is very weird to be honest , I had the feeling to explore a base in a kind of a dream. It was fun to explore but I can't say it was really beautiful. The architecture stays quite simple with mostly square rooms and corridors. I would have liked a bit less cramped map but it's ok for a first map , I think the next ones will be way larger. :)
  11. Is it ok to generate a map with Oblige?
  12. Roofi

    The DWIronman League dies to: Rush

    I died in map 10 on UV and died in the last map on HMP. I'm too lazy to do my HTNR run. Category 1 (Some Rush's levels are actually in Slaughterfest 2013) https://cdn.discordapp.com/attachments/457164374717759488/462323082686889984/Roofi_RUSH.zip
  13. Roofi

    Your Favorite Boss Fights

    I always like fighting giant bosses in 2d games : The giant from Mr Nutz was very scary but also the most memorable moment in the game. The giant robot from Megaman IV also scared me for some reasons but has a very epic tune. What is more badass than killing a fire-breathing giant terminator? The fight is in reality very simple if you know the strategy but it's my favourite boss in contra games. I love every sound effect in this game , it makes the ambience very hostile. Dark Link , is my favourite midboss in zelda games , even if you can beat it him easily with the biggoron sword if you did the side quest before.
  14. it's not a trap , it's a spacemarine bait.
  15. Roofi

    MAYhem 2018 - Orange Version!

    I saw the same effect in others maps after I tested yours. It disturbed me at first but I realized that it was normal in Boom mapping so it was not really a bug.
  16. Roofi

    MAYhem 2018 - Purple Version!

    @Killer5 I want to complete your map in order to review it but what am I supposed to do here? It looks like I'm stuck because some floors didn't lower and prevent me to press on switches. I'm playing on the latest version of your map (on dropbox) and I obviously play on complevel 9.
  17. Roofi

    MAYhem 2018 - Purple Version!

    Thank you. :) You're right , I will pay more attention. I sometimes think about it and sometimes not...
  18. 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.
  19. 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.
  20. Roofi

    MAYhem 2018 - Purple Version!

    I will start my feedbacks tomorrow. :)
  21. 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).
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