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Rook

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About Rook

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  1. 10 Minute Massacre by SCF Doom 2, Boom-compatible, 7 maps Screenshots here
  2. Rook

    Post your Doom video! [but don't quote video]

    Another video of one my maps, this time "Sand Trap" - my contribution to RAMP.
  3. Rook

    Post your Doom video! [but don't quote video]

    I made a commentary video for my map "By Inferno's Light", which is my contribution to the Doomworld Maximum Project 2021.
  4. Congratulations on releasing an excellent set SCF - I very much enjoyed this. It's easy to see where the inspiration from MSCP comes from, but you put your own spin on things and while that (otherwise great) mapset had a few dips in quality this one is quite consistent throughout. Great visuals from a thoughtful use of OTEX, as well - and I really appreciate how each map has its own distinct look. A strong recommendation from me, especially to anyone who enjoyed MSCP.
  5. Rook

    [wip] Doomworld Mega Project 2021 (5 maps)

    I'll contribute a map to this.
  6. Thanks for the additional comments and feedback everyone - I need to get one or two other things out of the way, then I will be making some final adjustments to this WAD and an idgames upload shortly.
  7. As an only moderately experienced mapper, for me Boom format is the happy medium between the fussy restrictiveness of vanilla and the excessive feature set of UDMF. I'm not particularly fond of advanced port features, so it makes no sense for me to use a format which incorporates a wealth of options I don't use, which clutter the editor UI. I sometimes worry that a perception that UDMF is the "default" format, especially for new mappers, can lead to a situation where people feel that learning and including advanced features like 3D floors is somehow mandatory. I wouldn't want to restrict the options available to new mappers, but I'd suggest that learning to map in something limit-removing, and then potentially pivoting to vanilla and/or UDMF on subsequent projects might make sense. To me it's easier to learn the fundamentals if you are freed from vanilla limits or any expectation of making grandiose, multi-level structures with slopes and coloured lighting - and it's the fundamentals which make for good maps.
  8. Rook

    All time favorite strategy games post

    Populous: The Beginning is superb and a game I will often recommend to people. It was very much ahead of its time in 1998 and was likely punished for that in terms of sales. I wrote a piece about it last year, trying to capture what I think is so unique and special about it. If you pick it up on GOG, you get an expansion with it which was very hard to get hold of for a long time. I'd also echo some of the comments about StarCraft II. To me it is really the definitive old-fashioned, "classic" RTS polished to near-perfection by Blizzard. I played it online extensively for a while, but the campaigns are also extremely good and worth playing. My one gripe with them is Blizzard's determination to constantly create urgency by imposing time limits of one kind or another - this is the reverse of the original, which tended to give players all the time in the world. Also last year, I finally got around to playing Company of Heroes and its expansions for the first time and thorougly enjoyed it. The level of realism is just right, and it modernised the RTS in ways which I think few (if any) developers picked up and ran with subsequently.
  9. Rook

    Best Single Map WADs

    Forsaken Overlook by Matt Tropiano is a very entertaining adventure-style map which deservedly won a 2013 Cacoward.
  10. Here is "By Inferno's Light" [DOWNLOAD v1], the map for this project I have been teasing on DW and on Twitter for a couple of weeks. It is a Boom format map and uses the UAC Ultra texture pack. While it isn't huge by any means, this is the largest map I have made by some margin. It aims to be non-linear and re-playable in that it has three possible start positions. All feedback much appreciated on this - particularly on difficulty, and balance between the different start positions.
  11. More progress on my map for DMP21.
  12. Vanguard's early maps (MAP01 to MAP05) are based around abandoned structures being reclaimed by nature.
  13. I'd be interested to see what you make of Sucker Punch 2 - nine maps, but they're small.
  14. Early WIP for a map for DMP21.
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