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reflex17

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Everything posted by reflex17

  1. Omega project is for single player only.
  2. reflex17

    How often do you post on Doomworld?

    I never post on doomworld what are you talking about
  3. yeah thanks for the playthroughs Bluepineapple. I missed the notification so I'm gonna check em out = ) @obake I've never submitted to idgames before lol o :
  4. I had a tough time choosing, I like all the levels really. I like Heretic more than Doom if I had to choose between them. E1 is the standout episode to me in terms of level design, but I really like E3's aesthetic with all the water and blue tile. I probably listed that many just because the 2nd and 3rd episodes have all the enemies, etc.
  5. reflex17

    WGRealms 2020

    OMG IT'S WILLIAM GEE. When I saw the thread title I could hardly believe it. Looks very cool, I wish you all the best with your project!
  6. my favorite levels are: E1M1: The Docks E1M4: The Guard Tower E1M6: The Cathedral (secret exit) E1M8: Hell's Maw (boss) E1M9: The Graveyard (secret level) - E2M1: The Crater E2M3: The River of Fire E2M4: The Ice Grotto (secret exit) E2M8: The Portals of Chaos (boss) E2M9: The Glacier (secret level) - E3M1: The Storehouse E3M2: The Cesspool E3M3: The Confluence E3M4: The Azure Fortress (secret exit) E3M5: The Ophidian Lair E3M6: The Halls of Fear E3M7: The Chasm E3M8: D'Sparil's Keep (boss) E3M9: The Aquifer (secret level) I haven't played episodes 4+5 enough to have a strong opinion. E1M4 is my favorite map in the game if I was to choose just one.
  7. reflex17

    Do you like Doom platforming?

    every day for breakfast I eat a serving of platforming with a side inescapable death pits
  8. reflex17

    Why did Duke fail where Doom succeeded?

    I was a Duke3d mapper from 1996 onward, I released 2 maps, one in 2007 and the sequel in 2014, during that last 7 years I was more involved in the community, so I have a decent knowledge of the port history because I used them extensively. I made dozens of maps that I shared among friends for fun and for multiplayer back in the day when I was in high school. The build engine isn't hard to use or get into, I learned how to use it in a couple hours a day for a week when I was like 15. Build was actually more user-friendly in terms of making maps when compared to something from the time like DEU. It was on-par with something like DCK that had simplified construction. There are things the build engine can do that Doom engine still can't, but since UDMF, Gzdoom and the other advanced ports have been incorporated into Doom along with more friendly editors the difference from 1996 is now reversed. I don't see what's so difficult about it though, there was documentation, sector tag/effect lists etc. With the example maps that came with the game plus a few tutorial maps that were made early on it was no trouble, just taking the maps apart and going by example. Doom was always more popular because it's an older game, both fanbases were just as dedicated, only different sizes. It's only been in the last few years that Duke3d community's output has taken a nosedive, it was never rapid-fire but the thing that drive the Duke IP into the ground was Duke Nukem Forever. A 'good' new game will cause a surge in popularity like we've seen with the newer Doom games and bring newer members to the community. Duke's community was always resting only on the popularity of the original and the value of the community works which was mostly very high. You didn't see a lot of Terrywads in Duke, for example. You take the good with the bad, I guess hehe.
  9. reflex17

    what are you working on? I wanna see your wads.

    That's a baby phoenix if ever I seen one. Which I haven't lol. Heretic! o :
  10. reflex17

    Duke Nukem 3D or Quake?

    I would choose Duke3d, it's a tough choice though. I had the opportunity to be maybe be a part of AMC TC because that's when I was active but I didn't join up. Shoutouts to William Gee he's a cool dude. and RIP Zaxtor imo the coolest Duke3d maps were the ones made by that guy reflex17 B-) lol
  11. reflex17

    Jimmy and Josh would like to play your WADs

    RC1 was added to the OP in the thread, here is a link https://www.dropbox.com/s/pnkni2xx7bu0lol/Omega2019_RC1.0.zip?dl=1 despite the fact that you asked for co-op maps, I'm very proud to have been a part of this project along with team leader obake and the rest of the omega squad so I thought you guys might like to give it a try sometime. It has a hub map and 10 levels by authors including obake, walter confetti, pegleg, danlex, voltcom, steve88, eirc, ronniejamesdiner, sasha and myself
  12. Nice! It was awesome to be a part of this project, thanks a lot to Obake for leading, RJD and Chester for finalizing and the rest of the team, it was great to get the chance to work with y'all, would do again no problem hehe.
  13. This level is a medium/large Map01 replacement .wad that is loosely based on Jabba the Hutt's Palace from Return of the Jedi. Almost all textures in the map are from Star Wars: Dark Forces, the sequel Jedi Knight and its expansion pack Mysteries of the Sith. A few areas/details of the map were inspired by Misson 10: 'Jabba's Ship' from Dark Forces and the palace's location in the Star Wars: Galaxies MMO. Information: Map Type: Single-player. Format: GZDoom - Doom2 in Doom format. Editor/Source Port: Limit-Removing* Made with Doombuilder2 and tested with GZDoom. *Required compatibility for flats that are larger or smaller than 64x64. (Jumping/crouching and freelook are enabled but aren't necessary) New levels: Yes (MAP01) Graphics: Yes Sounds: No Music: Yes Enemies: No Items: No Dehacked/BEX Patch: No Screenshots: Map Stats: https://www.dropbox.com/s/ep70xwwmrxzbbwp/JABBA.zip?dl=1
  14. claims are starting to get reversed now, a speedrunner i know posted a screenshot on twitter. EDIT: ah, the runner i mentioned was kosmic, the one from the video in the OP
  15. reflex17

    [Doom2] Escape from Jabba's Palace

    whoa, i had no idea, cool bit of trivia! from one Star Wars fan to another "may the Force be with you" and I (a new) hope you have a good time with the level. thx RUwU = )
  16. reflex17

    [Doom2] Escape from Jabba's Palace

    hahaha I thought about adding in new sprites but there's really nothing good for the Rancor, in Mysteries of the Sith it was a 3d model by that point. Thanks a lot for playing. I appreciate the feedback, there are some things I might change about the gameplay, I agree, I might update for UDMF someday so I'll keep that in mind. the 'bar' section at the end was heavily inspired by jabba's ship from Dark Forces, it has a similar circular booths and i figured his palace might have something similar ehehe. thanks elend!
  17. I have a similar style to yours where for better or worse complex gameplay stuff is secondary. As far as I'm concerned anyway my #1 focus has always been making cool environments and if something else cool happens along the way then that's alright too. Not every map has to be a landmark achievement or push the boundaries of what maps are, as long as it lines up with an idea you had or goals that were pre-set before the map then I'd call it successful. It's tough enough getting a map on the grid to look the way you might want it to, and any map is better than no map finished. The custom texture usage was not something I weighted super high, more gave points if it was used well as opposed to subtracting them, almost every map used them in some way. With a puzzle map especially what I would look for is the geometry and ideas to come through and your level accomplished that very well. I looked at the submission texts beforehand to reference the gimmicks of course, though I tried not to have any expectations going into the maps. With the word 'puzzle' in the title it was tough not to expect certain things hehe. Even though custom texture use was more limited the level has a surreal quality about it that is hard to pin down.
  18. Yeah for sure, any map you finish you can then look back on and see how you might try things differently next time. There's always a balance to strike with speedmaps, it's like, if the visuals are good then the gameplay might suffer, or if the gameplay is excellent then it might not look as good, visually. This is all a part of experimenting and defining your personal style, and even though your map is new to me I'd say you have a strong foundation to build on going forward if you make any more levels. The architecture, texturing and geometry are there and the gameplay is not even that bad, it serves the layout well so anything you try to improve from here can only be a good thing, I'd say.
  19. It's not weird at all imo, especially when I considered the amount of time allowed, all 3 judges ranked it highly on the final scores. "Good gameplay" is a thing that's really based heavily on subjective opinion. Luckily I like everything from maps with no monsters all the way up to slaughter. Gameplay doesn't have to mean monster closets or teleporting monsters every 3 seconds. The map has a realistic but also abstract style and it's recognizable as an industrial facility of some kind. It's quite the task to make a good map anytime, let alone under a time limit, so I would say take what you can to learn. If you think you need to work on your gameplay mechanics a bit that's something you can take from this as a learning experience and try different things in the future. Keep up the good work.
  20. reflex17

    Jimmy and Josh would like to play your WADs

    hey Jimmy, hey Dragonfly, I have a map you might like to try, it's the dark forces themed map I made awhile ago called "escape from Jabba's palace" based loosely on the location from Return of the Jedi. Straightforward medium-large map, approx playtime is about 30 minutes. Here's a link to the file and the original thread if you'd like to give it a go: https://www.dropbox.com/s/ep70xwwmrxzbbwp/JABBA.zip?dl=1
  21. reflex17

    [Doom2] Escape from Jabba's Palace

    https://www.dropbox.com/s/ep70xwwmrxzbbwp/JABBA.zip?dl=1 I updated the map with a music file so it was too large to upload here on DW.
  22. reflex17

    Is Left 4 Dead (1) Coop only?

    I like both games, L4d2 has the campaigns from the first game but it also has the new enemies etc. If you can I would play the 1st one and then the 2nd. If only a single game is your option then go with 2 because it has more user content online that you can download as well like new campaigns etc.
  23. Hey guys, congrats to the winners and everyone who submitted a map. Here are my final reviews for the mapset. Apologies if anyone was kept waiting, I appreciate the consideration and the effort that everyone put into the maps, it turned out to be a really fun group of levels and it was great to be a part of it. My first criteria beyond the gimmicks themselves was to look at each level as a concept "in and of itself" while trying to take into account what might be possible in the time-frame allowed by the OP. This was my first time being a judge on a panel like this, and the quality of the maps that were submitted made it extra difficult to choose a clear winner in my opinion. All said it was a lot of fun, and this is a group of maps that I will play through again. Now onto the reviews, I tried to keep them brief, a few positive and negative points for sake of clarity and the end user. I'll follow up at the end with some final thoughts. If any of the mappers involved have more questions feel free to post or message me anytime, I could talk about Doom maps for hours. In no particular order: Slaughter in the Burbs' (LowGcifer) Barrels O' Whoop Ass(TravyB)[*judge's choice*] Trap of the Pyramid (Pierrot) Portal to Puzzle Hell (horus) PanDYNAmonium (DynamiteKaitorn) Refactored (Scypeck2) The Sexy Waifus of Henry VIII and the Fighters for FIREBLU Justice (Walter confetti) Barrel Hideout (Soulless) Loathe Perfection (BluePineapple72) Hellish Madness (Roebloz) Fortress of Hate (Steve88) Dino Spasm (Clippy) Cyber Panic (MAN_WITH_GUN) Breave Thin Focus (Austinado) Blast Compound (LateNightPerson) Final thoughts: Good show all around, this was an impressive set of maps from both newcomers (to me anyway) and mappers that I've known of and respected for years. It was unexpected when Steve88 asked me to judge, it seemed out of nowhere as they say, and it was a genuine honor to be chosen and to get the opportunity to judge alongside RJD and rdwpa, two others I hold in high regard. Thanks again for having me, it was a good time all points and I look forward to future events, maybe making a map or two. All the best to the team and thanks to everyone who participated by submitting maps or recording videos. Take care and I hope to see more from everyone in the future.
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