Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Turin Turambar

Members
  • Content count

    182
  • Joined

  • Last visited

Everything posted by Turin Turambar

  1. Turin Turambar

    Austerity | Remaster | v3.0 released

    RC3 still has the same error as RC2, but I got it fixed: you need the latest GZDoom beta (4.4), the current release version (4.3.3) isn't enough!
  2. Turin Turambar

    Austerity | Remaster | v3.0 released

    Error with rc2?
  3. Turin Turambar

    Austerity | Remaster | v3.0 released

    Actually the second half of the map improved a bit, the generator area was a blast, and the final red room was also good. I'm no mapper, so it's hard to say. It's a bit like filmmaking, I've seen enough to know when a film is great, but knowing how to make one yourself is another world :). First is asking why would you try to avoid infighting, if it's one of the best features of Doom. I guess you may want to avoid to simply put an eclectic mix of monsters in the same group in front of the player, but maybe try to put groups of different enemies in different flanks, like a groups of Cacos to the North that appear while a group of Revenants advance through the East side. Another trick I see in several WADs is to divide through height placement, like having Barons on columns or imps on walls high, while another type of enemies are on the ground, and the player has to know when to switch priorities between both. Some types of enemies are kind of boring on their own, like Pinkies or Imps, but are ideal as a second group of low level enemies that the player has to deal with while also fight a high level enemy like an Archvile or two Pain Elementals. Although I guess it's the linear map layout itself that will make hard to be play with the idea of flank attacks. Of course one way to do it is when to spawn enemies in a trap/ambush, don't do it all in from of the player, but also on the sides. All this would increase the difficulty of the wad, so you would have to rebalance the difficulty too.
  4. Turin Turambar

    Austerity | Remaster | v3.0 released

    I played yesterday the RC1 version, well the first map and half of the second one. No idea of how it compares with RC2. It's a beautiful mapset, you really are getting a good return from GZDoom. The music volume on the first map was a bit lowish. Balance wise it was a bit hard on UV, but then again that's onto me for picking UV, I think HMP would have been good as it is. The ammo was scarce but always enough to fight what I had in front of me. Gameplay wise I think it's a bit... plain? The maps progression is advancing forward in wide corridors that end up in squareish rooms, and 70% of the combat is done firing at the enemies you see in front of you in that linear advance, so it's usual to just fire from the entrance door of the corridor or room and/or wait until they come for you. I also noticed you don't mix enemies a lot, sometimes you spawn a group of Revenants or a group of Barons or a group of Mancubus, but fights were more interesting combinations of enemies are presented are relatively scarce.
  5. Turin Turambar

    DBP23: Evil Egypt

    It's a small mod, I think it's called LevelInfo.
  6. Turin Turambar

    DBP23: Evil Egypt

    If someone wants to know how the wad looks at a better resolution than 200x200 pixels.. https://i.imgur.com/dOttvFT.jpg https://i.imgur.com/079ev93.jpg https://i.imgur.com/tcGTmBL.jpg https://i.imgur.com/oYajfge.jpg https://i.imgur.com/Lu2n9FM.jpg https://i.imgur.com/fgHTItR.jpg https://i.imgur.com/enkrpKo.jpg https://i.imgur.com/SBaZ5gN.jpg https://i.imgur.com/D0itbkV.jpg https://i.imgur.com/m0yVsGo.jpg https://i.imgur.com/BOos9OT.jpg https://i.imgur.com/Ca9U2oA.jpg (spoilers, I guess)
  7. Turin Turambar

    DBP23: Evil Egypt

    I really liked some of your previous works, like CD Colonoscopy, I checked this episode noclipping in some levels... and yeah, this looks really good, it gets fairly epic, I will play it for sure. :)
  8. Turin Turambar

    Ascension (Release, v 1.3) - by Big Memka and Shadowman

    That looks very impressive, indeed.
  9. Turin Turambar

    [FINAL RELEASE] Refracted Reality

    Just make spawn Cyberdemons when reaching specific points and don't give PG or BFG, that's a good way to make people move their asses :P
  10. Turin Turambar

    [FINAL RELEASE] Refracted Reality

    There is a middle point between skipping 60% of the enemies and and almost speedrunning your own level (and @Decay you can do that because you know the layout by memory, most people can't play like that on the first run!), and doing a slow 100% kills, 100% secrets run. I think most people are in that middle point.
  11. Turin Turambar

    [FINAL RELEASE] Refracted Reality

    Really? What's your usual resolution? https://i.imgur.com/IooSAPd.jpg => around 90fps with all bells and whistles, with a Ryzen 3700x, which for GZdoom should be more or less the same as your cpu. Res 19200x1200. https://i.imgur.com/mv1IYam.jpg
  12. Turin Turambar

    The City of the Damned : Apocalypse | Remaster | Dev

    It's looking great!
  13. Turin Turambar

    The City of the Damned | Remaster | v2.0 released

    Ok, I downloaded the level again, now it works!
  14. Turin Turambar

    The City of the Damned | Remaster | v2.0 released

    I downloaded the zip yesterday. The pk3 has a modification date from 04/23. I tried it again by starting a new game and noclipping there and it happened again. I'm using last GZDoom. I just finished it. Good map, some interesting fights and great ambient using the GZDoom potential. Nice use of Blood resources. Just one more thing: the map is dark and moody, which is good, but in some specific places it makes hard to notice where to go or see a switch. The switch from this room for example: https://i.imgur.com/X6M5RtH.png https://i.imgur.com/Q66FuP8.png Can you see the switch? No. Because the room is small, it seems there is no reason to turn back 180ยบ, that is when you will see the switch. Some kind of sign, light that would hint the player to look there would be a good idea.
  15. Turin Turambar

    The City of the Damned | Remaster | v2.0 released

    I'm playing it again. Ammo starvation seems to be fixed. The fight against the Archvile boss has been replaced by a venom based Skelly. Ok, it's a decent idea. Although now the difficulty lowered a bit too much as he is a single enemy, just spawn a chaingunner and 2 shotgunners in the adjacent room so the player has to take care of two flanks, and it should be balanced. However, I'm now stuck after the fight with the 3 invisible Archviles, which is something that didn't happen two weeks ago! I got the key as you can see, all the enemies are dead, but the exit door doesn't want to open. Something to do with how the door works? I noclipped it. On the red door church fight, maybe the enemies would be better if they appear after taking the key inside, as right now, you only have to fire rockets or shells at the entrance, where the enemies accumulate.
  16. Turin Turambar

    The City of the Damned | Remaster | v2.0 released

    You should add a note in the readme file that jumping is allowed (and required). Lots of other maps, even done for GZDoom specifically, aren't designed for jumping, so people isn't accustomed to it.
  17. Turin Turambar

    What are some good Monsters-only Mods/Randomizers?

    My favorite enemy randomizer is VDP. I have a list here, wait a second... AI Director It makes enemies spawn randomly, you can customize the waves, what % of total enemies of the map spawn, etc. It can be used to play slaughter maps with less enemies Random Enemy Spawner Simple enemy spawner, not a lot of options, questionable balance. It has an option to add instead of replace enemies. Vanilla Doom Plus - monster randomizer Enemy randomizer, more than 200 new monsters, configurable Scalliano's SUPER Shuffle! No options, it includes several new weapon sets too but they are pretty mediocre (but at least they are not obligatory) Dark Doom Creatures Dark version of enemies, more difficult. The Western Patch Western-themed enemies. Bratwurst Wolf3d-themed enemies. Merciless Monsters Fantasy-themed enemies.
  18. Turin Turambar

    [WIP] Dancing in the Abyss

    2020 is going to be a great year, at least in one thing, Doom mapping :)
  19. Turin Turambar

    [FINAL RELEASE] Refracted Reality

    The music rocks!
  20. Turin Turambar

    The City of the Damned | Remaster | v2.0 released

    I could do the 3 invisible Archviles, with a ton of effort. But the one with the single Archvile that seems to have 3-4 times more health is impossible, he resurrects barons, chainguners and shotgunners constantly, and the location is too small. Overall, I noticed a lack of ammo, but maybe it was because I couldn't find the rocket launcher. In the end I got stuck after cleaning up the big cathedral with the red key, I couldn't see what was the next thing I should do or go.
  21. Turin Turambar

    Doom Neural Upscale 2X [v 1.0]

    I did a few captures -https://i.imgur.com/B7kSpJ7.png -https://i.imgur.com/32x916x.png -https://i.imgur.com/qk9OFt9.png -https://i.imgur.com/XkAYTsp.png -https://i.imgur.com/pe5X5Vp.png -https://i.imgur.com/dpCQl5d.png -https://i.imgur.com/qBYhvA5.png -https://i.imgur.com/znI8csH.png It's a good 1.0 version, only some polish need to be done in a few places, like the Caco.
  22. Turin Turambar

    Doom Neural Upscale 2X [v 1.0]

    That's cool. Does it include upscaled everything? (items, weapons) or only enemies? edit: I have an error
  23. Turin Turambar

    Doom Neural Upscale 2X [v 1.0]

    Define 'may have' ...
  24. Turin Turambar

    Sunder - Map19 Arrives.

    If you would have to rank levels 15-19 in order of difficulty, how you would do it?
  25. Turin Turambar

    [Complete] Archangelorum - Big Map

    Finished it, that was only the place rough place that could be better designed. Well, I would like to have one teleporter in the latter half of the map to come back to the initial area (in other words, a red teleporter where there is only white ones), I hate when in a level you can't return to previous places, if you left a nice powerup unpicked like a superhealth because you didn't need it then, you have lost it. Thanks god I discovered the secret towards the end, where there is a ton of ammo and a megasphere, I don't think I would be able to finish it otherwise, not because of the ammo, but because I needed the health. My stats:
×