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About clamgor

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  1. clamgor

    [released] Panic Switch!

    Hey, thanks for the feedback! The Spider Mastermind sometimes spawns in the corner teleports instead of the center because it sometimes takes the lower teleporter instead of the one directly to their north and I couldn't find a way around it, so I'll check that teleport tutorial out! Thanks!
  2. clamgor

    [released] Panic Switch!

    Heya. Made another vanilla map! It's called Panic Switch. You have been instructed to inspect an abandoned research base that has been lost to the forces of hell. Rip and Tear! LINK: https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/pswitch DETAILS PWAD pswitch.wad IWAD, Map Doom 2, MAP01 PORT prBoom+ 2.6.1 (-complevel 9) Single and Co-op Play Vanilla Gameplay (No Freelook/Jump/Crouch) Base New from scratch Build Time 9 days. Editor(s) used Doom Builder 2, Slade 2 Known Bugs Slime Trails (if you find any, let me know of other bugs!) May Not Run With Chocolate Doom Tested With prBoom+ 2.6.1, ZDoom 2.8.1, GZDoom 4.4.2 Screenshots
  3. clamgor

    [released] Meatbox Slam!

    UPDATE: idgames link is LIVE! Thanks for the feedback!
  4. clamgor

    [released] Meatbox Slam!

    thanks! I tested it on ZDoom with these settings enabled and found that playing it with Vanilla settings might hamper the player during the starting area, honestly didn't think about it because I was focused on executing the concept. I'm not used to all this complevel stuff and don't know which sourceports are ideal for mapping and testing vanilla WADs. Is prBoom+ the ideal?
  5. clamgor

    [released] Meatbox Slam!

    Hey, thanks for the feedback! Also yeah, I basically put that secret in there as an alternate route of entering the second area without facing the monsters waiting at the front entrance haha, there are also some stimpacks and ammunition in the secret room in case the player's running low on either and found the secret beforehand
  6. clamgor

    [released] Meatbox Slam!

    Heya! Made a new map after a while. It's called Meatbox Slam. You find yourself in a box that unfolds as you progress. Don't get swarmed. Find all keys. Good Luck! LINK: https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/meatslam Details Limit removing (ZDoom, GZDoom) Single and Co-op Play Game Doom 2 Map MAP01 --- Base New from scratch Build Time 7 days. Editor(s) used Doom Builder 2, Slade 2 Known Bugs Slime Trail (if you find any, let me know of other bugs!) May Not Run With Chocolate Doom, pRBoom+ Tested With ZDoom 2.8.1, GZDoom 4.4.2 EDIT: idgames link is up! Screenshots
  7. Hey all. I know this wasn't really announced and it's been a week or two since I've uploaded this map to idgames (bless the archive maintainers) but I really want some feedback on this. I'm not one to hype things up. Every map should come out of a vacuum eh? This is the first full, bona fide Doom map I've done. I've played around with doombuilder a couple times before but this is the first time I've done something I can consider releasable without doing any mental gymnastics to justify any errors. Why I did it is up for internal speculation. My last attempt was the ol' "beginner does a megawad solo" mistake. Those of you who were around 2 years ago might remember. Those of you playing in the zandronum circuit might also remember. Yeah, despite being a learning experience, the product that was that unfinished 'megawad' was straight-up shit. I don't want to make the same mistake of fooling myself with this one. Any and all feedback appreciated. It was an attempt on my part do start and finish a project all alone. I find myself notoriously slacking when it comes to projects. Took me a good 11 days to finish and on the final stretch I contracted a fever after pulling an all-nighter. Submitted for your approval, Doomworld. "Halls of the Damned II, or: Deimos Condensed". You find yourself in an abandoned dungeon of a base. An ongoing invasion erupts. Traverse the rooms, blast through a shit-ton of monster ass and get the hell out of there. WAD info: Screenshots:Link:
  8. clamgor

    Kills, Items, Secret

    I've never noticed that before.
  9. clamgor

    How do you make a Doom film that kicks ass?

    Make it an animated film. Animate it in the style of "Fantastic Planet".
  10. clamgor

    Well, the new call of duty is pretty laughable.

    Jesus christ, that's swell.
  11. clamgor

    Doomworld Mega Project 2014 - final versions up

    Vanilla it is, then. Ah. Thanks for the numerous tips. I've dabbled in height and room variation, but not enough. I'll just trash "Cleaner Sewers", then. I've got something else in the works with the same theme. I'll try adding several variations to it.
  12. clamgor

    Doomworld Mega Project 2014 - final versions up

    Not sure where to classify it really. I made it using the vanilla Doom 2 game configuration and it was meant to be played without jumping, freelook or crouching; but it uses MAPINFO. ZDoom? Thanks for the review anyway-- I appreciate the honesty. The map does feel a bit sloppy, but I couldn't get around to attempting to fix the lack of variation. Still can't get the hang of adding variations to the level design. Any tips?
  13. clamgor

    Doomworld Mega Project 2014 - final versions up

    "Cleaner Sewers" It's in the MAP10 slot. Vanilla compatible. EDIT: Trash that map. I'll work on a new one.
  14. The future is now. Doesn't look too bright. Still excites me, though.