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Quineotio

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About Quineotio

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  1. Quineotio

    New Map - A Lost Soul?

    And His hand is outstretched still :)
  2. Quineotio

    New Map - A Lost Soul?

    12 And I saw the dead, small and great, stand before God; and the books were opened: and another book was opened, which is the book of life: and the dead were judged out of those things which were written in the books, according to their works. 13 And the sea gave up the dead which were in it; and death and hell delivered up the dead which were in them: and they were judged every man according to their works. 14 And death and hell were cast into the lake of fire. This is the second death. 15 And whosoever was not found written in the book of life was cast into the lake of fire. - Revelation 20 (King James Version)
  3. Quineotio

    New Map - A Lost Soul?

    A good analogy for this world :)
  4. Quineotio

    New Map - A Lost Soul?

    I don't want to say too much. If you find the monster, the monster is you. There is an end, but not in the level.
  5. A new level for GZDoom or ZDoom. An exploration. A spiritual experience. https://drive.google.com/file/d/1ZlbKIv6pp3vqE-a45f4f7lIrQ6loOUxp/view?usp=sharing
  6. Quineotio

    bandcamp profile

    I'm 26 mins into the infernal path (still listening) and I'm enjoying it. Good work :)
  7. Thank you for playing :) I don't know what features you're looking for with Brutal Doom. The explosions, the hitscanners shooting from long range and general gore change the experience. There are a lot of details in the level, and a few scripted sequences you didn't see. The goal was to make it highly detailed and repeatable. I know it's hard to really get into an unfinished level, but basically what you played was the beginning 3rd or so of what I had planned. There's some stuff that I spent a lot of time on that is hard to notice - like in the sewer tunnel leading into the main crater, there is ooze on the ground that lights up temporarily when you walk over it. It's hard to know if that type of stuff is worth it. The idea was to have so much detail that the player finds SOMETHING interesting on each playthrough, and hopefully finds new things every time. I was planning to add music and sound effects as well. The gameplay I was going for was kinda half-life, where you're always in control but interesting things happen along the way. I had so many ideas... It's funny that you missed the yellow key card. It's on the lower level after you pump the toxic waste. I guess I should lock you in that area till you find the key. If I ever go back to the level I'll fix up the cacodemons in that area too. Watching you play, it was good to see that generally things worked out as I'd planned. It gives me faith that I'm on the right track. It's hard to know how things are going to play out when it's all in your head, which is why playtesting is so valuable. You've played 3 of my levels now, and it's been so helpful, thank you so much :) If you have any questions about the level ask away.
  8. Cool :) I hope it works for you, it has lots of scripts and such. It has to be brutal doom, even if only for the explosions. But also the monsters work differently, so you need to design the levels differently. I can't really break it up. It was going to be a huge facility and there are links between all the different areas, and lots of scripts. It would be a massive effort to pull it all apart. It was all working until a point, then it started to get slow and I realized I'd never be able to finish. I learned a lot, but I just need to have a smaller scope.
  9. No. I was really hoping people would actually play the level and give me feedback on what's there. I spent a lot of time on things that I thought were new ideas, I wanted to know if it was worth all the effort. After no-one played the level I lost enthusiasm for doom. I'll possibly make something in the future, but keep it more simple.
  10. I'm just going to bump this once. Really hoping for some feedback on the level.
  11. Thanks for the feedback :) Yeah I've made some other levels where I don't put so much detail in. It's definitely a balancing act between detail and finishing. I like the idea of a massive complex that you can explore but it seems to get exponentially harder to finish as it gets bigger. I have retribution but I haven't played it yet - so many maps to play. I'm eager to hear from anyone who has played the level to know what they think of some of the scripted sequences. Will help me to know what type of things to put in future levels.
  12. I'll probably do some of that. At least re-using the concepts.
  13. I think back initially there was some other reason for zdoom, like slopes didn't work or something. There's so much to know though, it's been a learning experience. I'm better at design than technical stuff. I have lots of ideas I want to show off so I sometimes push ahead without knowing all the technical details to make it work best. I have a better idea of how to approach the next project though. I really wanted feedback on this level earlier, but felt like I needed to put a significant amount of content into it to be worth people's time.
  14. I never thought of that. I just got used to it I guess. gzdoom looks weird to me, hehe. But in future I'll design for gzdoom.
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