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Rastrelly

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Posts posted by Rastrelly


  1. On 5/29/2020 at 10:47 AM, Biodegradable said:

    Excellent map, mate. Your layout really kept me guessing throughout. I'm not very experienced on UV yet, but I played it on such since that's what you balanced to for. You fucking nailed my arse to the wall a fair few times, but it only had me determined to finish it. The only time I felt it was a bit much was the teleport ambush when collecting the blue key because after dying about 8 times in a row, I somehow got by chance, so maybe take out a few monsters on that bit. But otherwise, I loved all your traps and monster closets. The one with the red key especially caught me off guard and made me yelp as I desperately fled backwards, stabbing at my keyboard like a madman. Overall, I enjoyed myself.

    Thanks a lot for the feedback! This is extremely valuable. I am happy the map was fun to play - trying to improve in regard of gameplay design XD

    And yes - the place you mentioned (blue key room), and the mancubus room, are the places I'm going to revamp based on the feedback I received to make them smoother - both are too crammed, it's basically impossible to avoid damage there.


  2. Molten Halls is the attempt to build a more complex and varied level, which provides several types of gameplay in one, while still sticking to basic Doom.

     

    IWAD: Doom2.wad

    Sourceports tested on: zDoom, gzDoom, Zandronum

    Number of levels: 1 (MAP01)

    Difficulty levels: supported, but balanced for UV

     

    Additional:

    • several textures and one DECORATE object added for flair purposes
    • also tested on Brutal Doom v21 - works fine, but it is balanced for vanilla

     

    Download

     

    Screenshots



    rmh8QW0.png

    4qPI4jn.png

    4NjXVpL.png

    JsGmn6c.png

    BjMMRmB.png


     

     


  3. 1 hour ago, GoatLord said:

    Universal clearly held back way too much on the budget, but it's finished and it works, more or less. I'm still kind of saddened by how little the studio cared about allowing this to be a more ambitious project. 

    AFAIK usually the movie making process starts with a script. Now, let's look at it from studio's perspective: you are provided with a clearly weak script to make a movie in a franchise that already has bad reputation in a genre that already has bad reputation. This is three red flags in one. I am surprised they allowed to film it at all. I wouldn't.


  4. 4 minutes ago, EtherBot said:

    And yet you found it necessary to comment on it anyway.

    I give a damn about facts and valid criticism, as well as its reception. I give a damn about you trying to pressure other people with your precious "viewpoint" while ignoring objective reality. Now please proceed to ignore list.


  5. Made an update based on feedback from kknot5889, for which I am very grateful, and my own additional testing.

    1. Fixed problem with secrets. Now it's 2, as intended

    2. Cleaned up some misaligned textures, added additional textures for some corners and some additional detailing

    3. Fixed chaingunner riding the elevator on the Western side of the map

    4. Added one more stimpack to a bit compensate for too low healing possibility after barons/hellknights

    5. Added MAPINFO with level name

     

    Also, additionally tested on Zandronum (it works) and Chocolate Doom (It does not work)

    Link to updated WAD in first post

     


  6. 1 hour ago, EtherBot said:

    Clearly what we have here is a very fair, accurate understanding of my viewpoint.

    I don't give a damn about your viewpoint. I cannot read your mind. You said what you said. And you said:

    Quote

    I don't find conversations about other people's art being bad to be very productive.

    This can be interpreted in not too many ways, doesn't it?

     

    Doom Annihilation is objectively bad. It is poorly acted by any standard. It does not improve upon the formula from Doom 2005. It, in fact, re-uses it to a poorer effect. It has more nods to the games, but that does not improve any of cinematographic qualities of the movie. Low budget is in no way a justification to poor writing: quality over quantity was not cancelled yet, AFAIK, and this movie ignores this rule. Instead of developing characters, it spends time on slow and unimpressive slasher flick in first hour, than switches to some variation on Aliens, than makes its mega-twist (?), than Hell sequence. Tarkovsky's Solaris or Stalker probably cost quarter of this movie, yet they are referenced and respected as masterpieces of cinema. 2001 manages to reach levels of suspense and tension beyond anything you can think of while using - what? - basically five areas and three characters? What emotions does this movie evoke? What new philosophical horizons does it open? What artistic choices behind it will be researched and remembered decades and decades in the future? You liked this flick? Great, you're lucky. But liking something does not make it good. They could build an existential drama, an experimental gorefest, a gothic horror, a cyberpunk thriller, whatever they wanted, yet all they could do is ripping off a Resident Evil ripoff and covering it with Doom easter eggs.


  7. 5 hours ago, EtherBot said:

    I don't find conversations about other people's art being bad to be very productive.

    Indeed. I suggest lining all critics up and shooting them. Why criticize anything? Everything is always good! Everyone gets a medal!


  8. I made a more experimental, tighter map, with more unlocking parts of level geometry to constantly rebuild the way central arena works. Not yet ready to say it's finished, so feedback is appreciated. Please do have fun.

     

    https://drive.google.com/open?id=1rZadbyGRSK-Emgqd665VSywyifLYUf7A

     

    Screenshots:

    Spoiler

    270419241_gzdoom2019-10-2822-24-01-814.jpg.475947d58c3cba36f6c4f6960db45503.jpg  2141971521_gzdoom2019-10-2822-22-19-399.jpg.429e51e23e5fd9657cd6d9c46c6c4b19.jpg  2031878144_gzdoom2019-10-2822-19-39-654.jpg.1e432f653a3303ea280663f55f862a15.jpg  2096221291_gzdoom2019-10-2822-18-35-834.jpg.e39b5dcc08b6026049e3c6fb0576796d.jpg

     

    Currently tested on gzDoom (works), Zandronum (works) and Chocolate Doom (does not work). Considering it has nothing too special (i.e., no magic scripts, or layered floors, or even MAPINFO) it should run on more or less any advanced sourceports. Definitely won't run on vanilla.


  9. Niggurath almost definitely refers to the oh-so-horrible n-word everyone's so afraid of, but the word itself is a Latin adjective which means black. In any case the amount of overthinking in this thread is insane. The text states that Classic FFA is Rangers nightmare about Quake 1 multiplayer in the clearest fashion, and shortening of Shub Niggurath to Shub is just a nostalgia bait.


  10. Hullo there traveller!

     

    So, last time I did a WAD it was a tragedy of epic proportions. Some areas still hurt. In any case, I tried to follow advices given during beatdown, and made a single-map WAD called Iron Lords. I hope the result is at least playable.

     

    The map is not too big, but contains some space to wander, as well as good amount of traps to make you feel appropriate amount of pain.

     

    Difficulty levels should work properly, i.e., on Hard the map should be significantly more difficult than on Easy =)

     

    For the sake of variety there are both open areas and halls, as well as tighter spots, but there should be no places that are too unfair (except for Nightmare, but that one is supposed to be unfair).

     

    Screenshots

    Spoiler

    Screenshot_Doom_20191008_182124.png.5a2491b28a7e95488acf697457d2d03a.png  Screenshot_Doom_20191008_182139.png.9630ac7dc559c760bf2bf4e4d0a6bf57.png  Screenshot_Doom_20191008_182147.png.48ad38d56177bcd250b513c8f69de2f0.png

     

    Screenshot_Doom_20191008_182155.png.7b0ddd2c347a3bb8f88bbf402c6c99a3.png  Screenshot_Doom_20191008_182201.png.7706d386d471270ea373204910d27b5c.png  Screenshot_Doom_20191008_182026.png.10b0559f4116a753f2e02bf340fc41c4.png

     

    Screenshot_Doom_20191008_181945.png.13d575e4e52f82a73be25e8a15d63657.png

     

    Some technical info

    Amount of maps: 1 (MAP01)

    Tested with: zDoom, gzDoom, Zandronum

    Definitely incompatible with: Vanilla game, Chocolate Doom

     

    Download

    Database link

     

    I hope this one is fun to play. Thanks for new bruises in advance! XD


  11. Made 1.1 update. Now allows to store a list of source ports. If they are in separate folders, available WADs will be updated. Now looks like this:

    Spoiler

    screen_2.png.40ae6b25c12a0d106bb8f8a08c7642cc.png

    Links in first post should still be appropriate (uploaded as new versions for both source and executable)


  12. 16 minutes ago, Archvile Hunter said:

    "Doomguy" is an avatar for the player, so he is only as bad-ass as the player playing the game is. 

    Can't agree completely. The way you are playing the game, and the way the game presents it to you are two different things. Those flavour texts exist for a reason. There is a clear intent behind Doom's design, and it's not quite possible to say that YOU are the Doomguy. While it's correct that Doomguy is your avatar, you cannot, say, make him crawl on his knees begging imps to leave him alone, for example. He'll still just grunt angrily at getting damaged while poking his gun at them. Obviously, some things can be attributed to limitations of programming, but too many small things indicate what type of person the Doomguy is supposed to be despite all his blankslateness.

     

    27 minutes ago, Gez said:

    If the name isn't obvious enough for you, there's an interview with the director in which he explicitly confirms that Joan Dark is named after Jeanne d'Arc, the medieval shepherdess-turned-holy-warrior after she heard the voice of God telling her to drive the Englishmen out of France. 

     

    I guess the literal Middle Age is too "inclusive" for you lot, though.

     

    Believe me, nobody could guess that paper thin reference. What that reference has to do with the movie is quite a different question, though.


  13. 51 minutes ago, bfredric said:

    The Alien movies all have a female protagonist so when I realized what DA was doing I thought "Oh cool." I'm just saying "inclusiveness" may not be the only reason there's a female protagonist.

    Alien and Doom are rather different things. Doom since inception was primarily a "story" about a dude who's so brutal he can kick ass to each and every demon in hell while running like he has jet engine in his arse. This applies even to Doom 3, by the way. This by this point is an archetype of a protagonist. Just like you cannot supplement Bayonetta or Lara Croft with some random dude, you cannot just supplement Doomguy with some random chick. And if director did not understand that and was not motivated by "inclusiveness", he starts to look stupid. But I think that, au contraire, considering how BAD everything this movie has to offer is - from sets, to art, to acting, to special effects, to script, to even marketing, it's more likely that they decided to make at least some buzz around the movie by stirring controversy. And even at that they failed.

     

    PS If I was to make a Doom movie, I'd make it more of technogothic mindfuck with emphasis on insane aesthetics of environments, with some kind of metaphorical synergy of the lone guy with a shotgun trying to overcome Hell despite Hell being the fundamental part of reality that cannot be overcome just like the laws of physics are.


  14. I made a little WAD launch utility for me lazy self. From testing it generally works XD Used it with zDoom, gzDoom, Zandronum and Chocolate Doom.

     

    It should run on any Windows from XP and forward, but I had not much possibilities to test it on different system configs.

     

    Spoiler

    screen.png.9389b5756cffd48143b79e5c4509f9dc.png

     

    The program

    The source

     

    Hope it will be of use to someone XD


  15. I'm sorry, I just don't get it. Another wonderful feedback example:

    Level disign is awful, with supertight corridors and unnecesary obstructions, misaligned textures, and MANDATORY SECRETS. In the very first level there are lots of shells, but no shotgun. The only source of shotgun is a shotgunguy that does not appear on some difficulties. The monster encounters are not balanced in any way.

    1) There are both shotgun and supershotgun on level 1 on all difficulties. SSG is secret, usual SG is not. It lies openly in one of rooms after the blue door.
    2) There are NO mandatory secrets. Run fast enough and you will not need to open any of secret areas to get to the exit. Barons are completely avoidable. Here, I can even show you:
    http://youtu.be/AYWu4yaRzBo
    See? No secrets required. Same applies to ALL levels. Yes, it would be hard, but absolutely possible.

    What's the reason to comment on something when you did not even try to understand what's happening?


  16. Jaxxoon R said:

    There sure are a lot of misaligned textures, all right. And Barons, soo many Barons. You'd think that there's a convention or something.

    And are you sure Commandress Keen there isn't nude? Or is it a Ly situation going on here with her wearing a jumpsuit the same color as her skin, or whatever?

    She's got some grody monster feet, by the way.

    There's a lot of Barons indeed. Nothing impossible though :) I re-checked lots of times for player to have a weapon to deal with those horny bastards :)

    Misaligns are my scourge ( I tried to cath 'em, but, yeah, my brain began to melt on a regular basis. I thought I managed to catch most obvious instances (

    And as for Forgent, she's wearing a light-gray catsuit while being a bit pale. Conversion to Doom palette makes colors merge a bit, though they are still obviously differ. And yes, I have some serious issues with drawing an anatomically correct figure :(


  17. Caleb13 said:

    Hmm, anime chick armed with 8-barreled rocket launcher? It is supposed to be a reference to some Japanese animated superheroine TV series or something?

    In any case, I fail to see the point of 8-barreled RL, because there are only a few situations in Doom gameplay where it would be actually useful. Rockets are usually too rare to waste them in spray-and-pray manner...

    Oh and... why the hell it consumes 10 rockets per volley when it has "only" 8 barrels?

    It has 10 barrels ) And in this map pack there ARE such situations.

    Edit: This is an actual model used for Missile Flooder sprites in-game.
    Edit 2:

    It is supposed to be a reference to some Japanese animated superheroine TV series or something?

    More or less. Without any specific show as an aim. She's just a character often occurring in my "art":
    http://fav.me/d7apvw1
    http://fav.me/d7f8fvg


  18. Hello everyone :) I've finally seen my freshly uploaded mappack in the /newstuff and I'd like to share some additional data (and also to make an ANSWER). I do hope this pack will be at least fun to play.

    Requirements:
    zDoom or gzDoom due to GAMEINFO, MAPINFO and DECORATE syntax.

    1. Storyline
    You are playing as Ann Forgent, a cyborg agent sent to investigate a sudden disappearance of contact with a trade outpost on far reach of the galaxy. She was sent, of course, not right away, but after losing contact with military units sent there beforehand. She arrives there to find an outpost filled with demons and zombified military - and just goes to clean up all this mess.

    2. Mappack contains:
    a. 8 maps:
    map01 - Docking bay
    You arrive at trade outpost to have a chatter with demons and zombies.
    map02 - Temple of blood
    You teleport to an ancient temple placed somewhere at the same planetoid the outpost is.
    map03 - The Battlecruiser
    You teleport again to a volcanic area where a battlecruiser sent to investigate seems to have fallen or landed.
    map04 - Hellstation
    You arrive to a station that provides supplies from nearby planet to ships passing by and the outpost itself.
    map05 - Planetary
    You arrive a research base with an archeological dig, that probably triggered an invasion.
    map06 - Enisan
    Welcome to Hell!
    map07 - Styx
    Have a nice ride with the waters of river Styx to realm of a demon that started all this mess.
    map30 - Apotheosis
    Find and kill the demon. Quite obvious task.
    b. New guns
    Gauss Rifle - more precise and powerful, but more ammo-consuming version of Chaingun.
    Missile Flooder - basically a defensive missile turret taken off from its stand. Fires 10 missiles with a short interval.
    3. Screenshots and videos




    http://www.youtube.com/watch?v=1k4JP25NG3A&feature=share&list=UULeuwOxsJehYHfVdf-4h1CQ&index=3

    4. DB link
    http://www.doomworld.com/idgames/?file=levels/doom2/Ports/d-f/fldog.zip

    5.An ANSWER
    A first review this WAD received sounds like this:

    No, this is bullshit, I seen one map before. I think I have played this before. As for the maps themselves, I guess it's quite okay, but I didn't like that cyberdemon reactor hall trap. I see some misaligned textures. I don't think the new weapons are any good, I can't get why there be a naked t4 chick either. ~1/5

    Dear reviewer (if you'll happen to be reading this). Each and every map here WAS created from scratch during last 1,5 or a bit more years. There are two reasons you could see a familiar map here:
    1) idclev08 - idclev29 will bring you to original Doom 2 maps. Because final map has not map08 id, but map30.
    2) There is a map, part of which can remind a map you saw earlier. This is definitely a coincidence, not that impossible considering most of textures travel between all the wads and similar visuals happen all the time.
    I think I still have old in-progress backups from around April 2013, and I can share those. Also, plagiarism accusations should be supported with actual proofs. It is very unpleasant for me to hear that I am lying about content I was working on really hard to create. AND "t4 chick" is obviously NOT naked :(

    6. Remarks
    1) Obsidian texture used in map30 is actually different from what I intended to use. Version with original texture - IIRC it was some free obsidian tex, but I could not remember how to credit it - can be found here: http://xgm.guru/p/d2fog/index
    2) I did not change sounds or original weapon sprites, sorry :(
    3) And sorry for possible mistakes with texture placement or common newcommer mistakes within maps

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