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About Rook

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  1. No worries, I'm fairly sure it'll work. Hope you enjoy the maps - let me know what you think!
  2. I won't be at my own PC until later on and I haven't known anyone to have texture issues, but: 1) Did you load CC4 itself, or the texture resource WAD packaged with it (cc4-tex.wad)? It's the latter you want. 2) In any case, do the textures display correctly if you don't load the weapon mod?
  3. Rook

    REKKR - V1.11

    I also found myself thinking this quite often, in my case because the level design reminds me of the approach taken in a lot of maps for the "holy trinity" of Build games - which is to say, a map represents a specific locale complete with appropriate furniture and layout, but with an element of abstraction that keeps things entertaining. The feeling I get from a supermarket in Duke 3D, or a hospital in Blood, I get from the farm in REKKR - for example.
  4. Rook

    The Music of REKKR

    While most of the technicalities go over my non-musician head, this is fascinating stuff! Your music for REKKR is somewhat more subdued than we often expect from Doom projects, but the way you've researched Scandinavian folk music and instruments is evident throughout and its a perfect fit for the visuals and gameplay. It's a big part of what makes REKKR so compelling.
  5. Rook

    REKKR - V1.11

    I know it's the fashion to get pieces up quickly, that REKKR is "only" a Doom mod, and that it's great to see some coverage of this all the same - but to me, all three of those pieces linked above are very lazy and certainly don't do this justice. I'm quite close to reaching the end of E2, and still thoroughly enjoying this. I found the weapons a little underpowered at first but I'm warmimg to them. Maybe the single most impressive thing about REKKR is that it uses all the vanilla Doom editing tricks I know of (and a few I didn't) to create immersive environments without leaning on advanced source port features.
  6. Thanks again for your videos! It's been a pleasure to see the maps played. I noticed a couple of small issues on MAP07, which I'll correct. I'm hoping to prepare an idgames archive upload for this within the next week or so.
  7. Rook

    REKKR - V1.11

    Wow, what a time to be a Doomer. The beauty of not knowing about upcoming projects until they're released is that you can skip the waiting and go straight to the playing! I've just played the bulk of episode 1 so far, but all credit to everyone involved in this because it's very impressive indeed. I can scarcely imagine the work involved in assembling a TC, and these assets are all excellent. Considering these are vanilla maps they do a tremendous job of creating a world of interesting environments and I've never seen details like furniture (!) used in a way which so strongly enhances the atmosphere. I must admit I've found the maps quite tough so far: ammo and health often seems to be scarce and enemies seem to do a ton of damage. I've also found navigation to be quite obtuse on E1M3 and E1M5 but my overall impression is very positive. I have noticed an odd thing in PrBoom+, which is that when navigating the options menu(s) the selected item isn't shown visually. I think it's possible that the colour which PrBoom+ uses to highlight the select entry is the same colour as the options are by default in REKKR.
  8. Rook

    [WIP] Eviternity - A Boom Format Megawad

    This looks extremely promising - that's a beautiful texture set from what we've seen, and a fine lineup of mappers, particularly if skillsaw finds the time!
  9. I know you said, "other than huge labyrinthine castles" but Forsaken Overlook is still worth a look if you haven't played it. I haven't tried GMOTA myself yet, but Matt Tropiano's castle map is a very satisfying. Most of it is actually outdoors, with comparatively little gameplay taking inside the castle itself.
  10. Thanks for playing! I haven't been able to listen to the sound on the video yet, but it looks like there's a significant bug on MAP06 - the door behind the teleporter in the main area is meant to be require the blue key. Not sure how that slipped through, but I'll fix it and revise the download link in my thread. I'm glad you liked MAP05; it was drafted in 2016 and very heavily revised this year. There's a post-mortem on the WAD on my site now, for a little more detail on how the maps were made. You will find that MAP07 and MAP08 are more free-flowing, before a final arena fight on MAP09.
  11. Rook

    Forsaken Overlook

    A sprawling and grandiose castle map, with a magical sword providing an ideal MacGuffin. The flow of the map and its intelligent reuse of areas - especially a wide, curved walkway - is very impressive and there's a real sense of adventure and escalation across the 30 to 40 minutes this will likely take to complete. The long-awaited finale is a little underwhelming and there are areas where the textures ought to be more varied, but this is a fine piece of work.
  12. Rook

    [GZDoom] Diabolus Ex v1.1

    Congratulations on what is in many ways an extraordinary piece of work! I've never felt comfortable with jumping, crouching and freelook in Doom but this map wins me over with its beautiful custom textures and unique atmosphere. The fights are a little mundane and unchallenging, but that's easily forgiven. Really impressive stuff.
  13. Sucker Punch has been updated, with the following changes: Custom sky now displays properly in ZDoom and GZDoom (thanks Breezeep and Kappes Buur) Fixed an issue with the blue key in MAP02, which I'd somehow reintroduced along the way A trap in MAP08 can no longer be avoided by taking a specific route Several improvements to balance on lower difficulties have been made MAP09 has been altered slightly for a tougher and hopefully more climactic end EDIT: Further Changes on July 9 Difficulty of MAP04 and MAP06 has been toned down slightly A door in MAP06 now has the correct linedef type I'll hold on in case anyone finds any more issues, before I finalise the WAD. As ever comments, videos and demos are very welcome. // DOWNLOAD (Updated July 9) // sckrpnchjuly9.zip
  14. Thanks for taking a look at it. I've made a whole new version of the MAPINFO lump using the CC4 syntax and I still get the same problem in GZDoom. I've now tested in ZDoom as well, and the sky is "missing" there too. Below is the opening of the lump: defaultmap nocrouch nojump map MAP01 "Maintenance Run" { titlepatch CWILV00 sky1 = "SKY2" next = "MAP02" music = "D_RUNNIN" I'm sure I've make some simple mistake, but I'm just not sure what it is! While the WAD doesn't use any G/ZDoom-specific features it'd be nice to get the sky working in these popular ports.
  15. Thanks for playing, @HAK3180! Your video helped me notice a couple of outstanding issues which I will resolve for a new version which I'll make available in my thread. It's always a thrill to see others play my maps - each map came close to killing you which was a good sign! There's a rocket launcher secret in MAP01 which would have made the ending much more manageable, but you handled a bad situation well! I look forward to seeing you play the remaining (and much newer) maps and hope you enjoy those too.