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About Baphomet_15

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  1. Baphomet_15

    CyberShade - Another Video

    Looks great! How did you integrate custom attack patterns for the monsters on Chocolate Doom? Did you have to edit the source code related to Chocolate Doom to change the monsters/weapons behavior?
  2. Baphomet_15

    The WADmaker's Discography Thread

    -= STAND ALONE =- DooM II Forever Deathmatch - 2005-06 https://www.doomworld.com/idgames/levels/doom2/deathmatch/Ports/d-f/dm2fordm I completed this during the beginning years of my high school life. I tried my best to make sure the gameplay was as fluid as possible using my 16 year old brain. Features deathmatch 15 maps originally meant to be used with some Zdoom effects (skyboxes, walking on things) for Skulltag and Zdaemon. Probably will be my ONLY stand alone project. -= COMMUNITY BASED =- MAP25 - ACID REFLUX - August 2015 2048 UNLEASHED (Pcorf community project 2) https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/pc_cp2 I submitted this for Paul Corfiatis' community project. This thing took me about a month and was interesting to create in a 2048 environment. The map itself is not meant for non-seasoned DooM players who don't know how to take down a cyberdemon/spiderdemon with an SSG. This one isn't the hardest map in this series either. MAP04/MAP31 - AND BLOOD WILL SPILL - 2015 Abyssmal Speedmapping NUMBAH 20 https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/abyspe20 First and probably last speed map until I find time again. MAP 04 was completed in 1-2 hours, and the revamp (MAP31) was completed in total maybe 3-4 hours. Also, It's accessable, you're just not searching hard enough. Unusual wall discolorations are the oldest secret hiding trick in the book, even before DooM.
  3. Baphomet_15

    Pcorf Community Project 2 (Finished)

    At the start, the song plays random broken chords using, "piano." At 0:22 some random sounds come in to mesh with the song that also do not have any chord progression. At 0:45 it gets interesting and sounds really good for about 15 seconds, then the random noises come in at the 1 minute mark. I fail to find any structure in the song, and I enjoy listening to "brutal death metal" and "neo-classical black metal." But hey, I respect the fact you want the song to stay the same from an artist's standpoint, afterall most people use ZDOOM so they can issue CHANGEMUS D_(titlehere) console command or people can use the IDMUS cheat and type a number between 1 and 34.
  4. Baphomet_15

    Pcorf Community Project 2 (Finished)

    Oh I hope you are being facetious about that, lol. I get why it has that sound track, the map is very fun and surreal, but that music is horribly out of sync and its a NIGHTMARE on the ears.
  5. Baphomet_15

    Pcorf Community Project 2 (Finished)

    Lol, that specific section of the map is meant to be a timed mini-boss location. It happens twice in this map. My map (along with a few others) are not multiplayer friendly, but I implemented the player spawnspots just for the heck of it.
  6. Baphomet_15

    Pcorf Community Project 2 (Finished)

    I can confirm this. After I get the BFG and the bloodpool raises, nothing happens.
  7. Baphomet_15

    Pcorf Community Project 2 (Finished)

    I've played through the main series (MAP 01 - MAP32). My only complaint is the music for Xaser's map (MAP32). Great map! Reminds me a lot of STRAIN, but the music is very annoying and out-of-sync. Would it be possible to use a MIDI track from STRAIN?
  8. Baphomet_15

    Pcorf Community Project 2 (Finished)

    Sounds great Paul! Looking forward to the beta release! :D
  9. Baphomet_15

    Pcorf Community Project 2 (Finished)

    Great map AnonimVio! I especially like the sudden Cyberdemon surprise. "OH FUCK!" My only complaint is the music. Wouldn't the song, "Circle of Fire" by David "Tolwyn" Shaw featured on MAP28 of Memento Mori II be a better fit?
  10. Baphomet_15

    Pcorf Community Project 2 (Finished)

    Holy shit, my map is the last map before the final boss map!? What exactly is the reason? Is it that hard?
  11. Baphomet_15

    Pcorf Community Project 2 (Finished)

    I understand your complaint, however this section is really meant to test your skills as a seasoned doom player. I myself like traps where the player has a sense of relief but then, "OH FUCK!" You can bash away the chaingunners with a chaingun, hide from the rockets of the Cyberdemon using the pillars, and cause the revenants to in fight with the cyberdemon. That's the purpose for the Ultra Violence skill setting im afraid, heh. On Hurt Me Plenty, there are only chaingunners, and on lesser skills there are just shotgun guys assisting the cyberdemon. I have to have some kind of lesser monsters around the corners because without them, the player can hide before the cyberdemon sees the player, so they can wait out the arena "timer". To be fair, the BFG is a huge game changer for this map. I'll give you a hint, look for a lone red light, slaughter the horde from the teleporters, look for a green light, figure out how to activate it, then listen closely. ;) You aren't supposed to, but I don't care. Again it's one of those situations where you have to pay attention to your environment. The Rocket Launcher/BFG hidden weapons (if you find them) are not meant to be used until the final part of the map. Hmmm, thanks for catching that, but I think I am going to leave it like this since it is a horde of cacodemons who guard the yellow key and the player really should have a, "safe spot" to prevent them from reaching the player.
  12. Baphomet_15

    Pcorf Community Project 2 (Finished)

    This is a very cool map Dragonfly. I especially like the dynamic arena when a certain tough monster teleports in. I still don't know how to get to the secret exit, but this is very awesome for a monochromatic map! Do you mind checking out my contribution? https://www.doomworld.com/vb/post/1423548
  13. Baphomet_15

    Pcorf Community Project 2 (Finished)

    Paul, as a former young boy of 12 years old. I have played your Twilight Zone mod and found it quite enjoyable. Years later, I have this to contribute to your community project. I hope you and everyone else enjoys it. Map name: ACID REFLUX Project: PCORF COMMUNITY PROJECT 2 Author: Baphomet Port: Boom compatible - Tested on PrBooM Plus and Zdoom 2.7.1 Theme: DooM I base/tech/acid, related to Episode 1 Enemies: Everyone of them, minus the Spider Mastermind. Difficulty settings: Hard Multiplayer: Not programmed to do so, but implemented. Music: Kastle Kaos (Baron Von K.Roolenstein) From Donkey Kong Country 3 by David Wise, Arranged by Dave Phaneuf - found on VGMusic.com Textures: DooM II Stock + PCCP2TEX.wad Other stuff: Have fun, there's plenty going on, you'll never be able to relax. ;) DOWNLOAD HERE:http://www.mediafire.com/download/6y2c2bp1q5ad543/PCCP2_2048_Baphomet_ACID-REFLUX.zip
  14. Baphomet_15

    THT: Threnody - released!

    Is there a certain style that we need to follow while designing the maps?
  15. Baphomet_15

    The /newstuff Chronicles #479

    The calendar that quotes the date of the final post from the previous Newstuff and compares it with the date of the very first post of the latest Newstuff. My error, sorry. Still though, this is an impressive stride! 14 days! :D