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Everything posted by Rook

  1. [DOWNLOAD from idgames] [DOWNLOAD RC2 - outdated] Sucker Punch 2 contains nine small, single-player maps for Doom II. The maps have been tested in GZDoom, PrBoom+, Eternity, and Doom Retro. The WAD is made up from three mini-episodes of three maps each which escalate from easy (with green details) to harder (yellow) to hardest (red). These are slightly larger than the maps in the original Sucker Punch (2018), and should mostly take 3-5 minutes each to play. Difficulty settings are implemented. The maps are designed for pistol starts. The WAD uses (and includes the relevant textures from) the superb OTEX 1.1 texture pack - many thanks to ukiro for this immense contribution to the community. The music consists of MIDI renditions of tracks from various classic fighting games, primarily by SNK. If you're interested in the thinking and process behind these maps, I've published a post-mortem on my site. Details Name: Sucker Punch 2 Map Format: Boom Ports Tested: GZDoom, PrBoom+, Eternity and Doom Retro IWAD: Doom II Map(s): MAP01 - MAP09 Gameplay: Single play Difficulty Settings: Yes Multiplayer Placement: No Build Time: Three months Textures: OTEX 1.1 by ukiro (textures used are included) Requirements: No jumping or crouching. Freelook allowed but not required. Maps and music Title music: "Title theme" from Street Fighter II: Special Champion Edition Intermission music: “Winning the Tournament!” from Fatal Fury MAP01: "Back in the Ring" ("Kyo Kusanagi" from The King of Fighters 2000) MAP02: "Live-Fire Exercise" (“Psycho-Soldier Remix ‘96” from The King of Fighters '96) MAP03: "Fighting Firemen" ("Slum No. 5" from The King of Fighters '98) MAP04: "The Torture Garden" (“Shadow’s theme” from Eternal Champions) MAP05: "Rhythm of the Knight" ("Cammy's theme" from Super Street Fighter II: The New Challengers) MAP06: "Last Hurrah for Chivalry" ("Trash Head" from The King of Fighters '96) MAP07: "Tomb Eternal" ("Ninehalt Sieger" from Samurai Shodown II) MAP08: "State of Decay" (“Geese ni Kakatori” from The King of Fighters '96) MAP09: "Where the Dead Go to Die" ("WWIII" from The King of Fighters ‘99) Where you come in I'm grateful to all of the YouTubers who have played Sucker Punch 2 (a playlist is here), and to those who streamed the maps including Tarnsman, John Suitepee (stream available in full here), stx-Vile, and francist18. I'd be really interested to see extra playthroughs, and can add new YT videos to the playlist. [DOWNLOAD from idgames] [DOWNLOAD RC2 - outdated]
  2. Thanks for kicking off with "Sand Trap" - glad you enjoyed the map!
  3. 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.
  4. Rook

    Doom Streams

    Thanks for playing! It's been good to see streamers playing SP2, and also to see them going back to catch up on SP1, too.
  5. Some great demos here! Speedruns didn't enter my mind while I was designing either of the mapsets (as is probably obvious), so it's a happy accident if they're good for that purpose.
  6. Glad you enjoyed it Shepardus - you may be interested to know that @BiZ started a speed demos thread for Sucker Punch 1 and 2. You make a good point about the compatibility - I'll look into making that clearer.
  7. Thanks for the video @NieMaMordy - really glad you enjoyed the mapset.
  8. The WAD uses OTEX 1.1, with no modification by me. I'd assume that any quirks can only be a result of my having used wtexscan and wtexport to compile the textures used into the WAD.
  9. I'm pleased to say that Sucker Punch 2 is now available via idgames. This latest version has a few mostly minor changes - small bugfixes and balance adjustments. The music for MAP03 has also been replaced with a MIDI more suited to the map's length. Thanks again to everyone who has played the mapset so far - I'll be interested to see any more streams or YT videos, which I will add to my playlist. For other, newer maps by me see MAP132: "Sand Trap" in RAMP and "By Inferno's Light", my contribution to the Doomworld Maximum Project 2021.
  10. 10 Minute Massacre by SCF Doom 2, Boom-compatible, 7 maps Screenshots here
  11. Here are some screens for Sucker Punch 2.
  12. Rook

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

    Another video of one my maps, this time "Sand Trap" - my contribution to RAMP.
  13. 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.
  14. 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.
  15. Rook

    [wip] Doomworld Mega Project 2021 (9 maps)

    I'll contribute a map to this.
  16. 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.
  17. 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.
  18. 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.
  19. Rook

    Best Single Map WADs

    Forsaken Overlook by Matt Tropiano is a very entertaining adventure-style map which deservedly won a 2013 Cacoward.
  20. 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.
  21. More progress on my map for DMP21.
  22. Vanguard's early maps (MAP01 to MAP05) are based around abandoned structures being reclaimed by nature.
  23. I'd be interested to see what you make of Sucker Punch 2 - nine maps, but they're small.
  24. Early WIP for a map for DMP21.