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Status Updates posted by Jayextee
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Please, stop using "vanilla" to mean "the base IWAD played through a source port without mods".
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Status updates are basically dead, aren't they?
Never mind, have some gameplay from an E1M1 I've made. -
Holy crap. I feel like someone coulda/shoulda warned me about Return to Hadron episode 2. Because it's really good. <3
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Nice fat target. There should be a "Torpedo Me" sign on the hull. ;)
I used that ship to make this one, modeled after the Great Lakes ore carrier MV Paul R. Tregurtha, and I'll modify it further, with a lot more detail, to create HMS Tanrock II.
Btw, the original ship is still there in Realm of Intensified Chaos, but now it's much more dangerous to approach.
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More than that, actually. People gonna love that high Revvie! :D
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Just played through two Heretic maps I made in 2001, thanks to Jon. Oh man, they're still sorta fun.
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I literally don't know shit about the finer details of what I'm proposing [COMMUNITY PROJECT]
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I don't know if DEHACKED supports Filipino. Lets just keep it at blanilla/limpet-removing.
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No trumpets?
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Many thanks for all the feedback on The Becoming. You requested extra health in the maps, yeah? What I'm thinking is, I start trying to speedrun these and just stick the odd stim where it facilitates that. Yes/no? ;)
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Yeah, that's exactly what I suggested. Some stimpacks here and there on HMP. I've only progressed to e2m4 so far, so I can't say if the maps later on will need them too.
Better safe than sorry though, right? -
You suggested stimpacks, I remember. But the idea of placing them in a manner that directly facilitates a speedrun is what I'm getting at. Idea is, I try speedrun a map and anywhere that's a real fucker for health, drop a stimpack there. Even if I bung in a couple extra secret areas to make that work -- as far as I'm concerned the map balance works well enough (although harsh af, I do admit) without sticking them on the main path.
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As long as my insurance is in there, I'm fine :)
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I love ketchup...
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Were those imps or watermelons??
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So I recently played through Plutonia Revisited: Community Project and Plutonia 2, in that order.
Thoughts:- Neither are very Plutonia-esque for the most part; PRCP fares better through homage, whilst Plutonia 2 experiments more.
- Both approaches work very well IMO.
- I'd probably say PRCP is the better of the two, although I do love PL2 quite a lot.
- My favourite maps in PRCP were the closest to Plutonia in feel; small, intense ones that are short enough for a total restart not to start getting old quick.
- Conversely, in PL2 I most enjoyed the big and adventurous maps (MAP20 and MAP29 spring to mind); mainly for their atmosphere.
- Both WADs' MAP11 are works of art, for different reasons; PRCP's would've fit well as a regular adventure-esque PL2 map though.
- I don't really rate either WAD's final boss encounter too highly.
- PL2 definitely had the better secret maps IMO. Not that there's much in it, they're pretty much all loaded with homage because of course they are.
- I want more. Of both.
I'm going to lay it down here: if there's no similar project started by the time I finish GULFENSTEIN 3D then I may well be starting one myself. I'm not the only one who loves the whole Plutonia thing (the original is still best, even if these days I could live without Hunted, Impossible Mission, Tombstone and The Sewers) -- so I dunno, would it be audacious to Community Project the thing? There are so many of those around these days, I feel it might be better just to do a semi-closed project and see if I can get a couple other mappers to join in.
But I'm thinking on that. I'll keep y'all updated.- Show previous comments 9 more
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I love PL2 and I blame it for the vanilla mapping renaissance that kicked off soon after its release and keeps raging to this day. I will also admit that PRCP has more copycat tendencies. But! PL2 under Vince/Gusta was a well focused team effort that wanted to go its own way creatively. PRCP on the other hand aimed to take direct inspiration from the original, a mission pack more than a sequel. Different goals make direct comparison a tad unfair!
Also to PRCP's defense, it wasn't a carefully vetted team effort, it was a wild and short community project with randoms providing submissions. Increased variety needs to be expected - and I'd say PRCP actually has both more literal copycats AND maps that are more experimental or detached from the "plutonia-norm". Darkwave's map11, both Xaser maps, waverider's map19 - I dare say they outweird anything in PL2.
Sorry for ranting, I just admire one of the projects a lot and have a personal stake in the other one, so I can't stand when people don't love them both the same!!!
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I personally do love them both though. At first I loved PL2 more, right now I think I prefer PRCP a bit more. This may change next I play them both; they're great for different reasons. There is, after all, a reason I crave more. ;)
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i remember really liking Plutonia 2 when it was first released way back when (9 years!), and upon replaying it last year, i did enjoy it... but not quite as wholeheartedly as before i don't think. i think the really long maps after another wore me down, with map29 taking the cake for being a gigantic keyhunt that also has a big secret hidden as well. the music is pretty cool too, feeling like the starting point for a new era of Doom musicians like stewboy and Jimmy, which helped making it feel fresh.
i don't recall as much of PRCP off the top of my head, but i remember liking it absolutely, but perhaps not as much as PL2. i recall being more annoyed by it than PL2, but maybe that's just rose-tinted glassesness.
Plutonia jungles are cool.
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Apparently I forgot the part where Plutonia 2 has some reeeeeal fucking long maps...
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Wanna hear a little GULFENSTEIN 3D music?
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Not in the slightest given that I'm making this with 3DGE, having wrestled too unproductively with alignments and STILL ended up with invisible enemies (read: likely aligned into the floor) in GZDoom.
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Its great. Happy and menacing all at the same time.
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If I can be bothered to draw the sprites (don't forget, these are 8-direction rotations so I'm drawing the same animation from various viewpoints) then stuff like that will go in. Given that I'm the mapper, scripter, texture artist and musician thus far as well as the sprite artist; any shortcuts are welcome ones, even stuff like "no sneks plz". :3
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Just finished off Unholy Realms, and that sure was a ride and a half. Two rides, perhaps. Either way, yes. A bit of a good one, that.
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Coming to the end of Unholy Realms. Random map by skillsaw there (MAP27) sticks out like a sore thumb.
This WAD started a big dodgy, but has been worth it.