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Baratus

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  1. Baratus

    Another Map

    Thanks for sharing! Some points of criticism, the map has a couple of missing textures around doors and the lift that takes you down, door tracks should be set to "lower unpegged" in your Doom map editor, and you can't finish the level without the yellow key as the map is split into two sections with no way back. The secrets are fairly creative and the detailing is promising but the flow of the level is a bit awkward. Still, an okay map to finish in less than 30 seconds. Hope you'll keep mapping and improving!
  2. Baratus

    Metastasis (A Doom II Limit-Removing Map)

    A very good quality, entertaining and challenging map! My only complaint was as a first time player, it was a bit bothersome to track down the key switches tucked away in corners far away from the key doors, but I like how there was a focus on exploration and dynamic encounters thoroughout the level so that there weren't all that many "one-and-done" rooms. As a fan of short mapsets and singlemaps, this is definitely going in my list of maps to come back to.
  3. Baratus

    What Remains | Now on idgames!

    Great levels - gorgeous, challenging, fun, and short and sweet enough that you can finish it during a lunch break. It feels like the speedmapped younger brother to BTSX Ep1. MAP05 is definitely the crown jewel of this neat little set. Extremely tidy, not a moment is wasted. 5/5
  4. Baratus

    Congestion Square 1024 - map 2 SquareShip

    Some extremely well designed, fun and challenging high-concept levels that work brilliantly within their spacial limitations. Always great to see more fan content made for Square from the larger Doom community! I had some trouble with the elevators - in MAP01 it's possible to get stuck in the lift shaft and left behind by the elevator, softlocking the level, and at the end of MAP02, I found myself falling through the lift in the purple section as it was ascending - I could stay on but only if I was continuously jumping from side to side. Odd shapeland space physics aside, I can see myself revisiting these levels many times over. Can't wait to see where this project goes in future! Square says: These levels are totally CUBULAR! EDIT: Just read the earlier posts - will use the Square IWAD with the more recent GZDoom version to avoid the 3D floors bugging out in future.
  5. VERSION 2.6 IS OUT. HERE IS A FREAKIN' TRAILER. DOWNLOAD IT NOW ON ITCH.IO Changelog
  6. Baratus

    About You: List 9 important Doom WADs.

    Alright here's my mayonnaise-grade spicy take.
  7. Map Name: Charred Outpost Author: Bimmy Music: "Waiting for Romero to Play" by Bobby Prince Sky: SKY1 Format: Boom Difficulty Settings: No Build Time: 30 minutes layout, ~1 hour testing, balancing and bugfixing Par: 35 Download: ba-halfmoonv2.wad EDIT: Uploaded v2, fixed some errant midtextures, added a bit more health and ceiling detail
  8. Map Name: Custard Cream Canyon Author: Bimmy Music: "Drive" by Seppo Hurme Sky: SKYMOON (Early E1 Sky) Format: UDMF Difficulty Settings: Yes Build Time: 10 hours, across 3 days Par: 0:55 Comments: Finally I made a map for my own game. If this doesn't get in the first map slot then my crops will surely die. DUWNLODE: ba-sqCustardv5.wad EDIT: It wasn't custardy enough, so I changed the grass into cheese and water into buttermilk. Fixed some texture misalignments too. EDIT the 2nd: v3 has improved ammo balance, item placement and fixes a couple minor texturing errors. EDIT Part III: I reached out to the original voice of Square (I know them as me) and they agreed to record a custom voiceline just for my map! Whoaaaa!!! (If you ask, I'm sure they'll be happy to do the same for you) EDIT 4 Modern Warsquare: Fixed a missing texture, misalignments and changed some enemy placements, ammo balance, and a switch. Screenshots:
  9. I'm having trouble getting GZDoom Builder to load the Square "IWAD". I've downloaded the .cfgs in the devkit, but my only option seems to be to add square1.pk3 from the 2.1 official release under Square (ZDoom). But it gives an error saying it can't load the resources from the .pk3, so I don't have any textures or actors or anything. What am I missing here?
  10. I have returned to continue active development on this mod! There are many balance changes, bug fixes and general improvements to be made. Here are some new and improved sprite replacements for many of the game's items, weapons and powerups!
  11. Baratus

    Anyone scared of water monsters in video games?

    I hate underwater creatures in general, a very strong fear I still have to this day. Though I'm not as terrified of them anymore, I still have a strong hatred towards the electro fish from Serious Sam and the Ichthyosaur from Half Life 1 (and its brief but sudden appearance in Half Life 2 was most unwelcome). No mention of Unagi from Mario 64? Really? I used to be afraid of the big eel but I got over it, possibly because there were many other things that scared me a lot more, he was pretty tame in comparison. I know that eel monsters have featured in other Mario games with much more terrifying designs, like in Galaxy and Odyssey. You'll never catch me playing Subnautica, or anything of the like featuring giant underwater enemies. The ocean itself is terrifying enough to me, let alone the absolute horrors lurking in that boundless blue-green void.
  12. Version 2.5 of Broadsword Jim has been released - some balance changes and reworked code after receiving some very valuable feedback. +New fancy health pickup sprites! +Broadsword charging animation sparks can no longer delay the thrust attack +Ammo for your selected weapon is now highlighted on the Status Bar +Boulder projectile gravity decreased for effectiveness at range +Boulder altfire spread increased for hitting more targets +Death's Finger Mk.II ammo usage increased Grab it now on itch.io!
  13. Okay, why not, here's another update! Major changes: -New sprites for Berserk Blade/Exploding Fists -HUD sprite alignments tweaked for Broadsword and Throwing Knives -Broadsword/Berserk Blade damage spread reduced, damage is slightly increased and a bit more consistent -Fists are now more powerful, having a chance to throw an extra punch, slight range increase -Fists and Bloodwand lifesteal attack is projectile-based, less finnicky -Bracers altfire reworked to be much stronger at range and no longer totally broken (you could attack through walls with it. yikes!) -Armbalest altfire multiple rippers are back, takes longer to refire -More bug fixes and cleaned up code! DOWNLOAF HERE (current version: 2.4, 05-09-2020) FULL CHANGELOG v2.4
  14. Hmm, I didn't like the way the fist animation works so I tweaked it slightly. Fixed those annoying console errors too. Also Jim has new voice lines, and a taunt button has been added to the mod. Download here! (current version 2.3, 29-08-2020) See the first post for the full changelog.
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