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Rook

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Everything posted by Rook

  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. 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.
  8. 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".
  9. A while back I posted my first ever map, which was a Heretic E1M1 replacement. At the time I was working on a Doom II project which I later realised was way too complex for someone of my ability. I actually decided I wasn't going to attempt to map again, but despite my best efforts I keep coming back! So, here's a single vanilla map for Plutonia, which replaces MAP27. It has co-op starts and difficulty implemented and uses a brick-wood-blood theme - it's also fairly short but hopefully somewhat challenging. Screens: Thoughts and feedback gratefully received! >> DOWNLOAD v2 <<
  10. 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.
  11. I'll contribute again this year.
  12. 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.
  13. 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.
  14. [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]
  15. Thanks for kicking off with "Sand Trap" - glad you enjoyed the map!
  16. 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.
  17. 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.
  18. 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.
  19. GZDoom: 7 Doom Retro: 2
  20. 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.
  21. Thanks for the video @NieMaMordy - really glad you enjoyed the mapset.
  22. 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.
  23. 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.
  24. 10 Minute Massacre by SCF Doom 2, Boom-compatible, 7 maps Screenshots here
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