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Everything posted by rodster
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1. Slaughterfest 2012 : I played this way too often on zdaemon and I still love it! 2. Sunder : Classic slaughter wad, nice, challenging, good looking and very big. 3. Back to Saturn X1: I love the music in this wad and very nice maps. 4. Oku2v31 : Basically a hyperbole of slaughter maps, but the gameplay is quite well done. 5. Innocence X : I love the Doom 64 style and this wad nailed it for me.
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Innocence X2 - v1.2 Now on Idgames
rodster replied to jazzmaster9's topic in Map Releases & Development
Yes! Thanks a lot for this! Gonna play through this very soon -
Design choices speedrunning makes you dislike.
rodster replied to baja blast rd.'s topic in Speed Demo Submissions
Extremely tall walls, which take approx. 10 minutes to lower down, like in Chillax -
Thank you very much! :)
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Hello, I wanted to do a d2all tas run on SF2012. But I'm currenty kind of stuck at map 13 and I can't get XDRE to work on my machine (Windows 10, it says something like "This app can't run on this machine") The problem on that map is: I have to skip Linedef 2106 then I have to trigger Linedef 2108 to open the room with the red skull, then I have to run back through the starting room to get to the red skull. If I don't skip Linedef 2106 then I have to wait approximately 3 minutes. I think I can also wait for the Hellknights and try to skip the Linedef with a rocketjump, but that would also take a little bit of time. So far, I got help from SWDude on map 1, map 3 and map 13 (the two glides). Can someone help me with that Linedef skip please? EDIT: Not sure if this is necessary, if I remember right I'm using complevel 9 and I made that run in glboom-plus-2.5.1.3. It's been a while now hehe. That map 13 stopped me. I didn't write a full credits text, because the run isn't finished yet, but you can easily tell that I used 4shockblast's route on map 01 or the shortcut on map 03 which you can also see in j4rio's run, or Ancalogon's map 05 shortcut or Cacatou's map 10 route and so on. I will do a full credits list once the run is done. PS: I used the SF2012_final.wad sf1213glide.zip
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Absolutely Killed - an Ultimate Doom episode (Final version up on /idgames!)
rodster replied to scwiba's topic in Map Releases & Development
Ahhhh, sweet, thank you. ^^ -
Absolutely Killed - an Ultimate Doom episode (Final version up on /idgames!)
rodster replied to scwiba's topic in Map Releases & Development
Really nice wad! I liked the puzzle-strategic-tactic style. After playing through the first three maps I decided to quickly run through the other maps with IDDQD. All of the maps felt challenging and entertaining. I will play through this properly soon, without any cheats. I have one question though. In E1M3 I directly start at the exit, I assume the spawning position of the player is placed wrongly? I tried both versions: killed.wad and killedb5.wad -
It's a bit old though: :) SF2012 Map01 UV-Speed TAS in 0:55 by SWDude and me
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[Release 1.3] Unloved (GZdoom mapset)
rodster replied to BlueEagle's topic in Map Releases & Development
I have one complaint. The grave bugged for me the first two times. Unfortunately, I don't know why it happened, maybe it has to do something with my system (gzdoom freezes every now and then for 1 or 2 seconds), but since there was also no "red line" on the automap, I assumed that the grave simply is a dead end, therefore i wasn't able to finnish the game, but it worked now and I'm going to play through until the end :) I like the concept a lot and how you used the safe house as a hub to go into the other twisted and hellish levels. I've heard about this concept before but it's the first time I see it happening in Doom 2 ^^ As I said, the grave bug might be a special case with me :D PS: I wished there was more rocket ammo in the red skull room to deal with the archviles. I just ran away there :D -
I liked this wad a lot. Sweet details and the story is adequate. The new monsters give a new fresh feeling to the gameplay. I played this wad after reading some of the posts in this thread and I liked how you introduced the new monsters. Although, like others already said, I was also expecting a boss fight with the sewer monster because it gave me the impression to be really big and everywhere in the sewers. The boss fights were cool though. About the black room in map07, where you have to jump to get the red key. I liked the room because it was a little bit different to the rooms before. You could kind of guess that falling to the ground would kill you in that room but on the other hand, in Doom2, falling from great heights won't kill you. So, that death floor felt somewhat weird to me, but not too bad. However, after intentionally jumping down for the first time, I instantly wished that there was a stronger hint that falling to the ground will kill you, maybe with spikes on the ground, I don't know. It's not too bad though, because you can save the game right before you jump down, but it would be really annoying in multiplayer (coop/survival). The two Revenants throwing with Imps at you was funny :) Oh, and that stealth section in map09. That section felt really cool and also nice choice of map music. I have two questions though, the blue key section in map09, where you grab the blue key. You can actually just open the correct switch, grab the blue key and leave the room without encountering the UAC security system, not sure if that is intentional. And the outdoor area in map01, I generally like it when you are able to go everywhere in a map, but running on that outdoor area felt pointless afterall. Maybe add some goodies there (like health potions), or some kind of easter eggs :p Overall, I liked this a lot and I can't wait to play chapter 2 :) By the way, I played this first on GZDoom and later on Zandronum. GZDoom always crashed when the Text Screen was supposed to show up (map01 -> map02, map06 -> map07, map08 -> map09, map09 -> map10, yes map10 doesn't exist, I mean the text screen after map09). Maybe GZDoom crashes because of the text screens.
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Innocence X - v1.2 Now on Idgames
rodster replied to jazzmaster9's topic in Map Releases & Development
Am playing it right now and I am on map03, I really like this so far, great work, great atmosphere and that special Doom64 feeling, love it :) I'm going to play this through tonight. Are you going to do more maps? -
Hello Doomworld Community, I'm kinda new here and this is pretty much my first map. You'll need doom2.wad to play it. The map is made in Boom format. I'd appreciate Feedback and/or fda. controlhqv4: http://s000.tinyupload.com/index.php?file_id=68125121319661868816 Little Update (19.09.2015 - v2): -removed the "win10 sucks" texure, that wasn't intended to be in the final version lol -i have to think a bit about the other stuff, i have some ideas but no concrete stuff Update(06.03.2015 - v4): -tried to put as much input as I could although I didn't change too much in the map. There are only minor changes and the fights also didn't change too much. I guess I'll leave it like that. I'm sure the feedback is going to help me a lot in my newer maps, thanks a lot again :) Cheers
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controlhq.wad - my first map, need feedback
rodster replied to rodster's topic in Map Releases & Development
Thanks a lot for the detailed feedbacks and also for the 2nd fda :) I'll try to put in as much of it as i can. Although, it might take me some time.. unfortunately i am not mapping too frequently. For now, i have removed the "win10 sucks" texture because that wasn't intended to be there at all. Sorry, if it annoyed someone. Cheers -
controlhq.wad - my first map, need feedback
rodster replied to rodster's topic in Map Releases & Development
Cool, Thanks a lot for the feedbacks and for the fda! :) I will try to improve it and also fix that bug as soon as possible. I'm not quite familiar with the term "game-balancing". If a game is balanced, does that mean that the game (in this case a map) has overall the same difficulty? Should I also add different difficulty levels? Cheers -
Slaughterfest 3 [Beta_C released, 05/08/2017]
rodster replied to Ribbiks's topic in Map Releases & Development
Hello, I'm kinda new here. I recently played the map "Trick or Cheat" and there is one thing that bugs me. I'm always dying "suddenly" after 2 minutes and 24 seconds no matter where I stand or what I do. I cannot figure out how to avoid that. Dunno if it is made on purpose like that. I played it on glboom-plus-2.5.1.3. EDIT: Nvm, i figured it out. Pretty Hard.