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

meapineapple

Members
  • Content count

    447
  • Joined

  • Last visited

About meapineapple

  • Rank
    Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. meapineapple

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

    My motivating idea for that little bit of map was a subterranean city in a future Earth whose surface became uninhabitable. In English, "Ends of the Earth" is an idiom meaning the farthest and most remote places. To say that you would "go to the ends of the Earth" for someone or to accomplish something is a flavorful way of saying that you would do anything, you'd go any distance. The phrase has also been used as a pun. When developing his idea for The Hitchhiker's Guide to the Galaxy, Douglas Adams originally conceived of an episodic radio show named "The Ends of the Earth" wherein the world would end in a new and different way in each episode. So the phrase at once means the remote geographic "ends" of the Earth, and the literal "ends" or demises of the Earth. I wasn't expecting all of that nuance to translate effectively into a language that might or might not share the same idiom and pun, but I figured it would probably at least make some kind of sense. And this was really not any more than a learning experience in making a custom patch graphic and showing it in GZDoom via a resource PK3 and then making it appear luminous, so it didn't seem important to go consult a native speaker beforehand...
  2. meapineapple

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

    ... google translate led me to believe that this was an adequate translation of "ends of the earth"
  3. meapineapple

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

    not a very serious project, mainly I'm trying to familiarize myself with GZDoom features like portals and voxels and polyobjects and lights, and I'm learning all about their frustrating limitations...
  4. meapineapple

    I'm Also Looking to Play and Record Your Maps 2

    I hear you, and I understand multiple endings is not typical of a Doom map. But it should certainly not be a foreign concept to those who play video games. No? The level has a bad ending and a good ending. The purpose of the early exit is to make players think about the map as a more realized environment, to contextualize the true ending - returning home, to the pier and the ocean view where you started - with the disappointment and incomplete feeling of the early ending - never going back, ending your story among a mess of deranged corpses. I wanted to do more than throw some monsters at the player, I wanted to tell a story. I think the early, "bad" exit is an important part of that story.
  5. meapineapple

    I'm Also Looking to Play and Record Your Maps 2

    Well of course it's supposed to feel incomplete. That's how bad endings work. Getting back to the island just like you were talking about - that's the good ending. Just like the WAD's description says you should do. It seemed like you understood that the exit you took was not supposed to feel like you won. "Optional" is not the term I'd use to describe the true ending. Thanks for playing, though your secret-finding skills could certainly use some practice...
  6. meapineapple

    Saltwater: A single-map Boom WAD

    Yep. See TheOrganGrinder's earlier reply? Spoiler:
  7. meapineapple

    D4V Single Map: Chrono-Displacement Labs

    Thanks very much for playing @Rex705 !
  8. meapineapple

    BorderDoom: Doom + Borderlands gameplay (1.0 released!)

    100% agreed. TheNoob_Gamer's comment wasn't very relevant or accurate. @Sunbeam thank you for sharing your mod with us! I'm not sure it's something I'd personally want to play Doom with, I didn't really enjoy what I played of the Borderlands series all that much, but your mod looks well-made for sure.
  9. I'm trying out some GZDoom features and polyobjects are pretty cool. However, after following a tutorial and I was disappointed to find that I could not put identical doors in more places simply by placing more "Polyobject Start Spot" things where I wanted the other doors. Is there some other simple way to accomplish this, or will I need to manage lots of identical polyobjects if I want the same kind of door to show up in multiple places?
  10. meapineapple

    [WAD/MAP, DOOM 2, VANILLA] My first map

    Hey @Armolitskiy, I recorded my playthrough of your map, too. You certainly have room to improve, but this is a solid start. Good work! It's well detailed, visually comes together nicely. The combat isn't unchallenging, considering your use of hitscans combined with being stingy on the health pickups, but it is a bit monotonous - enter a new room, fight some monsters in it - they never really come from any direction but right in front of you. There are a couple of odd sectors that show up on the automap but seem to be inaccessible without idclip and don't contain anything... very curious.
  11. meapineapple

    [Request for testers] No-name vanilla map set

    I recorded my playthrough of the map01 you just posted. I really liked it, particularly the cyberdemon section. Though I'm not confident about this fitting well into a map01 slot given the cyber, I did very much enjoy the map. Health balance felt too generous on UV, but I noticed you said you weren't thinking about difficulty settings, so that's not a big deal. The sewage waterfall textures aren't animated, probably ought to fix that. And there were two switches - one right next to the yellow key, where a chaingunner was hiding, and one shoot switch you actually featured in the first screenshot there in your recent post - which I could not for the life of me work out the effect of. I only found two of eleven secrets, and I thought I was looking pretty thoroughly, maybe they could have been hinted at just a little stronger? But the yellow key switch was extremely satisfying, and the layout of the map in general worked really well in my opinion.
  12. meapineapple

    Saltwater: A single-map Boom WAD

    Hm, I guess I need to test things more thoroughly before posting them. I broke a lot of teleport closets by mistake as I was cleaning things up for the release, and never noticed the issue. I've updated the download link in the original post. For posterity, here is the broken first release that I just replaced: saltwatr.2019.09.07.bad.zip Thank you for playing @kknot5889 and I'm glad you were able to enjoy it despite the issue. I encourage you to give it another go!
  13. meapineapple

    I'm Also Looking to Play and Record Your Maps 2

    I have another one for you, @HAK3180 ...
  14. meapineapple

    Saltwater: A single-map Boom WAD

    You're enjoying the peaceful ocean noises when you notice something peculiar on your island home. It's hellspawn! The nearby sea fortress has been invaded by the denizens of the underworld. It's up to you to purge this demonic threat. Saltwater is a single-map Boom WAD. No jumping or crouching. Free look and free aim are permitted, but not required. Can you find your way back home after the deed has been done? Port: Boom IWAD: DOOM2.WAD Length: 20 to 30 minutes Download the latest version: saltwatr.2019.09.08.zip Download an older version: • saltwatr.2019.09.07.zip Screenshots: Changelog:
  15. Would have done so, but I 1) used a different node builder and 2) moved the monster teleport closets further away from the game area, and suddenly everything just works and hasn't broken again yet. I'm going to cross my fingers that it stays this way.
×