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Rook

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About Rook

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  1. I've not really been able to dedicate time to mapping this year, but I'll try to put something in again this time.
  2. Delighted to see SP and SP2 used for the Ironman League!
  3. Untitled WIP map for RAMP 2022.
  4. Boom - all day, every day. Avoid the need to confront vanilla limitations, and the risk of being overwhelmed by UDMF's many features. Personally all my (released) maps have been made in Boom for these reasons, but I would certainly encourage starting with it.
  5. Rook

    RAMP 2022 [DONE!]

    Glad this is back and I hope to contribute again. I think restricting submissions to three per mapper is a good move.
  6. Thanks Breezeep - a couple of others had identified the first issue but not the second or third. I didn't actually use SLADE for texture management, but instead used Doom Tools. It's possible that I did something wrong, or that there's a lingering bug (I stumbled on a similar problem with an earlier version last year). I'll look into it.
  7. Thanks everyone for playing and for your feedback - very glad you've enjoyed the map. Then you'll be pleased to know that Sucker Punch 3 is underway - I've just finished MAP01, "River of Fire".
  8. Emerald Ambush is a single, small map for Doom II. It has been tested in PrBoom+, GZDoom, and Doom Retro. Set in an overgrown facility, this map was made mainly to get me back in the habit of mapping after a fairly lengthy break. It is similar in style to my Sucker Punch mapsets, but the green detailing is not intended to imply an easy difficulty (it shouldn't be too rough, though). Appreciation goes to @ukiro who made the textures from OTEX 1.1 (included), and @Crunchynut44 who composed the MIDI track "Giant Ball of Fucking Plasma". [DOWNLOAD] Details Name: Emerald Ambush Map Format: Boom Ports Tested: GZDoom, PrBoom+, and Doom Retro IWAD: Doom II Map(s): MAP01 Gameplay: Single play Difficulty Settings: Yes Multiplayer Placement: No Build Time: Ten days? Textures: OTEX 1.1 by ukiro (textures used are included) Requirements: No jumping or crouching. Freelook allowed but not required. Always happy to see comments, videos, demos, etc. I'll fix any issues identified, before an eventual idgames archive upload.
  9. Thanks for playing, LadyMistDragon, glad you enjoyed the maps. To clarify - SP2 was "merely" an honourable mention in the Cacowards, though that was indeed an honour in itself. Also, I've actually never released any speedmaps. Small they may be, but my mapsets have taken months to make, rather than hours... It always makes me smile that my Doom Wiki profile links me with Anders Johnsen due to the similarity of our names.
  10. I'll contribute again this year.
  11. Rook

    Doomworld Mega Project 2021 (18 maps)

    Apologies, but I won't be able to complete my map on time for this project. Looking forward to playing the mapset when it's released.
  12. Rook

    The 2021 Cacowards

    I was late to notice it, but delighted and honoured to see my mapset Sucker Punch 2 included in the 21 More for '21 section - thanks again @Major Arlene for the writeup. I think that for the first time, Doom mapping really "clicked" with me while making those nine maps. it has been a pleasure to see numerous people playing the set and making demos, streams, and videos. I plan to work on Sucker Punch 3 and to release it in 2022. It was also a nice surprise to see a screenshot of my map "Sand Trap", a contribution to RAMP. @DavidN did an extraordinary job with organising, guiding and documenting that project so congratulations again from me. The Cacowards are such a unique thing which are integral to what makes the classic Doom community special. Huge thanks to all those who make it possible, and sincere congratulations to all the winners, runners-up and mentions.
  13. Thanks for kicking off with "Sand Trap" - glad you enjoyed the map!
  14. It was a pleasure to contribute 0.5% of this mapset (!). David has done an extraordinary job on RAMP, going above and beyond what could ever be normally expected of a project lead. Congratulations to David and to everyone who worked on this project. I popped my head into the Discord at one point, but I couldn't possibly keep up with the amount of frenzied activity in there! As the mapset is so enormous, hopefully there will be more streams and videos to better expose more of the maps.
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