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Jayextee

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Status Updates posted by Jayextee

  1. Status updates are basically dead, aren't they?

    Never mind, have some gameplay from an E1M1 I've made.

     

  2. Holy crap. I feel like someone coulda/shoulda warned me about Return to Hadron episode 2. Because it's really good. <3 

    1. Nine Inch Heels

      Nine Inch Heels

      Why ruin the surprise though?

    2. Jayextee

      Jayextee

      I liked the first Hadron, enough to want to give the second a play 'eventually'. And honestly, it's so much better than the already-good first episode I can't even. <3

  3. Bizarrely-warm feels right here, at the end of Realm of Chaos.

    Screenshot_Doom_20180115_180505.png

    1. Memfis

      Memfis

      Jim Bagrow!

  4. Stahp. The joke is dead. It was dead on arrival. :3

  5. THAR SHE BLOWS.

    Screenshot_Doom_20180109_171646.png

    1. Steve D

      Steve D

      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.

       

      hRA6UJz.png

       

      uWDHam9.png

    2. Jayextee

      Jayextee

      More dangerous to approach = double the amount of chaingunners hanging out on deck, right? :P

    3. Steve D

      Steve D

      More than that, actually. People gonna love that high Revvie! :D

       

      cwFGt5A.png

  6. *cough* 

     

    1. Nine Inch Heels

      Nine Inch Heels

      Oh a WAD came out. :p

  7. Just played through two Heretic maps I made in 2001, thanks to Jon. Oh man, they're still sorta fun.

  8. Got a crap joke you want to spend five hours telling? Draw it as a comic!

    ElfShelfTrainersAnus.png

    1. bzzrak
    2. Jayextee

      Jayextee

      The other side in question there is the afterlife. Chicken was suicidal.

    3. bzzrak

      bzzrak

      Are you telling me that I opened up ms paint to illustrate a joke that I didn't even understand properly? Damn.

  9. 200 minutes of /vr/ was proportionately-shorter than its sequel. ^^;

    Screenshot_Doom_20170920_201404.png

    1. Jayextee

      Jayextee

      Does this mean a 100 minutes would be just under an hour long? HMMMM.

    2. geo

      geo

      I don't know how you could score so terrible compared to the par time. You disappoint me :-)

  10. Well, that sure was a ride. 300 minutes of /vr/ weighing in at under 300 minutes completion.

     

    Nice. I mean, as patchy as a community speedmap compilation can be expected, but nostalgic in a way. Reminded me of mid-'90s megaWADs.

    Screenshot_Doom_20170918_143904.png

    1. galileo31dos01

      galileo31dos01

      Almost three hours? Is the mapset so short or you speedrun it?

    2. Jayextee

      Jayextee

      It's short, given that it's a series of speedmaps.

  11. I literally don't know shit about the finer details of what I'm proposing [COMMUNITY PROJECT]

    1. Show previous comments  11 more
    2. Jayextee

      Jayextee

      I don't know if DEHACKED supports Filipino. Lets just keep it at blanilla/limpet-removing.

       

    3. Voros
    4. Jayextee

      Jayextee

      No scripting of any kind, sorry.

  12. 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? ;)

    1. Voros

      Voros

      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?

    2. Jayextee

      Jayextee

      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.

    3. Voros

      Voros

      As long as my insurance is in there, I'm fine :)

  13. Yes, The Becoming works with Brutal Doom.

    Screenshot_Doom_20170814_223856.png

    1. Show previous comments  3 more
    2. CzechMate29200
    3. galileo31dos01

      galileo31dos01

      Were those imps or watermelons??

    4. Jayextee

      Jayextee

      GLORIOUS WATERMELONS.

      Barrels helped the carnage along, too.

  14. Well yeah, I guess I ought to polish this thing up for actual release (or rather, RC1)...

    TITLEPIC.png

    1. Kapanyo

      Kapanyo

      Love the B/W style and harsh lighting! Meshes perfectly with those jagged edges~

    2. Jayextee

      Jayextee

      Thank you! It's so fun to draw, as well! :D

  15. 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.

    1. Show previous comments  9 more
    2. dew

      dew

      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!!!

    3. Jayextee

      Jayextee

      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. ;)

    4. Viscra Maelstrom

      Viscra Maelstrom

      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.

  16. Apparently I forgot the part where Plutonia 2 has some reeeeeal fucking long maps...

    1. galileo31dos01

      galileo31dos01

      Arch-Violence was my first "TIME SUCKS" ever. And map 29 is enormous, and it has a surprise bitch in case you haven't played it yet.

    2. Jayextee

      Jayextee

      Oh I played it way back. This is the third time going through it (I do love it so, even if I prefer the original Plutonia's shorter maps).

      As I remember, MAP20 took me ages too but I didn't mind because the music and atmosphere were spot on. Same with Arch-Violence, actually. <3

  17. PLUTONIA 4EVER - WHEN?

    1. 40oz
    2. Viscra Maelstrom

      Viscra Maelstrom

      only if i can remix "nobody told me about id"

    3. Jayextee

      Jayextee

      No guys, don't tempt me to put feelers out and see who else is interested... :P

  18. Wanna hear a little GULFENSTEIN 3D music?
     

     

    1. Show previous comments  1 more
    2. Jayextee

      Jayextee

      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.

    3. Nine Inch Heels

      Nine Inch Heels

      That is partially good, and partially frustrating, I'd imagine.

    4. geo

      geo

      Its great. Happy and menacing all at the same time.

  19. me: making a Wolfenstein 3D parody should be easy right? Layouts in that were simple as fuck.

    also me:

    shouldbeeasy.png

    1. Show previous comments  3 more
    2. Jayextee

      Jayextee

      Thanks! :D

      What I'm doing is sticking to a simple rule: buildings are right-angles. Not 100% strictly mind (I love a good curved staircase here and there) but for the most part.

      But to hell with the idea of making any rock faces or other natural outdoor structures right-angled. Hell naw.

    3. geo

      geo

      I assume small sprite rock structures would look good enough to blend a flat wall to the ground.

       

      Scorpions or rattle snakes as a melee enemy could be nice. This is the desert after all. Then again who breaks into an enemy compound to find a waist high scorpion?

    4. Jayextee

      Jayextee

      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

  20. Work on GULFENSTEIN 3D continues, despite low motivation. Gotta get that gamedev done! :3

    shot10.png

    1. AdirBlaz

      AdirBlaz

      I actually look forward to this. Really wanting to check out an 8-bitty looking WAD like this.

  21. 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.

  22. 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.

    1. leodoom85

      leodoom85

      UR is a good mapset, I played too and it was fun.

    2. Jayextee

      Jayextee

      Been in my backlog for quite a while, so I figured why not? First 1/3 of it could've been better; but again, it's worth the effort to get through that.

    3. leodoom85

      leodoom85

      Yeah, the first episode is meh but it gets much better at the end.

  23. Playing through Unholy Realms, and I keep being distracted during arena fights by the thought of some moron somewhere being all "I DUN LIEK SLAUGHTER" even though, now at MAP20, this is nothing of the sort.

    Jeez.

    1. Jayextee

      Jayextee

      Hell, the thing can be done almost-pacifist, like. It was the way I just beat it.

  24. Just polished off Plutonia Revisited: Community Project, and I gotta say I think I enjoyed it this time more than Plutonia 2.

    When's the next one, guys? :3

    1. Show previous comments  2 more
    2. galileo31dos01

      galileo31dos01

      Me too. You can try Urania, though it's not very Plutonia-ish, and the maps are mostly large-grind-playgrounds. Fine for me, not for a bunch of people out there. 

       

      Or wait for Final Doom the way ID did.  

    3. Demon of the Well

      Demon of the Well

      I generally enjoyed the gameplay in PRCP more consistently than that in PL2, myself, as well. For those invested in the matter, PRCP is also arguably a little more faithful to the Plutonia authorial style, though in truth I don't feel either project is particularly 'authentic' in that regard.

       

      I did still enjoy PL2 overall as well, mind you, some very creative stuff in there.

       

      For more of the general Plutonia realm, you might also try Da Will , which tends a little more on the sedate/adventure-y side as Plutonia-themed WADs go, but provides an interesting take on the general brown/jungle romp thing nonetheless.

    4. Jayextee

      Jayextee

      Hey, thanks! I'll give that a look. I do rather enjoy Plutonia's aesthetic after all... :)

  25. Potentially-unpopular opinion here: but I'd like it if .WADs could start having high-quality music as a general trend. Even prBoom+ supports .OGG and .MP3 filetypes, and it would be nice not to have those all-too-familiar twee MIDI patches distracting from the action.

    1. Show previous comments  3 more
    2. Battle_Korbi

      Battle_Korbi

      Finally my time has come

       

      I agree wholeheartedly. It doesn't have to be the top notch quality, maybe .wav files like in Half-Life? Basically anything that you can hear vocals on, because, well... dings and dongs get a bit tiring. It is easier for me to mix stuff or make mashups rather than making midi's, and you cannot find a good midi of every song, meanwhile ripping stuff off youtube was always a option.

       

      If anyone is afraid of hearing bad songs, I would like to remind those that terrywads and similar earrapey stuff were always there beforehand, and a real "shift" or transition might not hurt everyone but those with extremely limited data plans.

    3. bzzrak

      bzzrak

      b-b-but filesize

    4. Demon of the Well

      Demon of the Well

      Strongly disagree on this one, or at least the idea that .ogg or mp3 or tracker BGM or the like ought to become the new norm. The midi (or MUS!) format is something deeply ingrained in my parsing of the game, and so to some extent I'm certainly speaking from a position of habit (I would resist the idea that it's a position of nostalgia, though, since I never really stopped playing the game for more than a few months at most), but that aside I think the abstract/stylized nature of the format suits Doom's equally abstract/stylized aesthetic rather well. If you look at the different parts of a good midi-format song in a vacuum, I don't reckon there'd be too many folks who'd argue against the notion that something like a midi electric guitar solo sounds kind of goofy in principle, but in context and in concert with a host of other instruments/voices you can get this nifty uncanny valley sort of effect where what would normally be a series of bleeps and bloops can be impressively and even disarmingly emotive in part precisely because the medium is so relatively primitive, and something off the wall like a midi oboe or the like filling the compositional role that might be held by an actual vocal track in a more high-fidelity format. Often, a memorable midi tune, via its particular idiosyncracy, not only helps to lend a loose (but substantial) emotional frame for a given level or even episode (in a game that largely lacks/eschews direct storytelling methods), but can play a significant part in levels further developing their own unusual personalities from an end-user perspective.

       

      The bit about the oboe's perhaps a bit of a slight exaggeration, granted--most (good) midis I've heard tend to use instruments in somewhat more conventional ways--but nevertheless it's a uniquely capricious design space, one of few musical arenas where I'd say wild, unfettered eclecticism has something of real value to contribute (beyond posturing, as it so often stands in so many other musical forms), and for that reason if for no other I'm glad it has a home in Doom.

       

      On the other side of the coin, with a few notable exceptions I tend to find high(er)-fidelity BGM often amounts to so much grey noise, which is perhaps a matter of circumstance or convention rather than one of necessity. Some of this again probably comes down to purely personal taste (outside of some dabbling in the odd genre here and there, I'm really not heavily into or particularly knowledgeable about electronic music), of course. For whatever my opinion's worth, though, most tracks I've heard are, at best, serviceable but wholly forgettable grimdark background ambience or, at worst, generic 'badass' shortform metal loops with all of the texture of a bowl of cheap oatmeal. More complex or bombastic tracks often interfere with play, and commercially-sourced stuff (wholly apart from licensing/usage issues, which I freely admit is an issue I have very little concern about or interest in) is wildly hit-and-miss in application, particularly where tracks that have a significant vocal component are concerned.

       

      That being said, though, I don't reject the value of hi-fi music formats in Doom PWADs or similar games as a generality, and I can think of examples of all of the above that I think worked out very well. I always loved Blood's CD soundtrack, for instance, and generally favor it over the game's midi soundtrack (which is by no means poor, mind you); I thought the selection and implementation of commercial music in Unloved was generally quite tasteful/fitting; and I was one of very few who supported Darch's use of Those Poor Bastards' music in his forthcoming Preacher WAD (which has since shifted to use a midi soundtrack of the author's own composition, incidentally), a zany but surprisingly fitting combination with the set's loose, romping action. There is definitely space for a lot of cool experiences to come out of PWADs using hi-fi music, in other words, but the realist/cynic in me suspects that on the whole the offerings with real personality will be the minority, and I think midi generally offers a lot more versatility in this regard, given the community's wealth of talent in that particular creative field.

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