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NoisyVelvet

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Status Updates posted by NoisyVelvet

  1. I made this sky a year ago for a Halloween idea floating around in my head.  It may seem random, but I thought I'd share.

    A7jJPjI.jpg

  2. may i recommend Map32 of Abyssal Speedmapping Session 20:

    "Wonderful World of Rocketjumping" by 4shockblast

     

    it's actually a fun map, like, even from a casual perspective imo.

     

    1. Catpho

      Catpho

      Geez heels you like all the obscure gameplay genres :P

  3. Watched your 50shades vod pt1.  Cool.  I liked the inescapable pit find on Map05.  I'm surprised no one found that before.  My personal doom code states that if I find a softlock, it counts as an exit.  But that's just me.

     

    Also, sorry Map06 dragged too much for you.  There is intentionally insufficient ammo for all the Mancu/Trons in the back.  The thing I neglected though, which became apparent during almost everyone's first playthrough, is that everyone finds it more intuitive to try to clear the outdoors first, rather than going into the not-so-well-conveyed castle entrance.  The design philosophy was very 90's sandbox, aka. not explicitly railing the player in.

    There's also only a shotgun at first because the first vile fight is designed to be a mini-boss balanced around the single-shotgun; using only the sky-pillar in the center as cover.  Though, for the reasons mentioned above, it's not a lock-in and players can just leave the trap after shooting Romero.

    If I re-designed the map today, I'd probably do two main things: 1) fences on either side of the castle that funnel the player into the mouth; and 2) make the romero-sky-pillar encounter a lock-in. 

    Overall, the map isn't designed to be very fast-pace in the first place, but solo-net has plasma weapons from the get-go and has Cyberdemons.  Thanks for playing.

     

    In defense of Marcaek's map Map07, I didn't enjoy it at first but liked it more on subsequent playthroughs. It's sorta a pseudo-pacifist map, and it's kinda "obstacle course-ish."  It's also the ugliest of the maps because it was the first one and to serve as an example of initial project goals.  It's pretty much just unaligned graytall textures.  The map grew on me a bit, though.

     

    Cheers!

    1. loveless

      loveless

      Although I may not have enjoyed the gameplay of your map, I did respect the effort put into it.  The only other wad I've seen silent teleporters used was Rush.  You truly did give the effect of 3D floors into a boom-compat wad.  I may have groaned and complained due to my route, and surely we do have differences in approach to gameplay and enjoyment, but I can still see the work put into it and appreciate it.  

        

      As for Marcaek's map, I felt it encompassed what Skillsaw goes for minus the things I enjoy in his maps.  Again, a preference in taste but I do not have much experience in mapping.  Mine tend to be fight, teleport to another area, fight, teleport again, fight, and exit.  I have no mind to link together areas and create routes or long term planned movements, only combat.  

        

      I appreciate your words having seen the vod, cheers!

  4. Made another speedmap.

    Download: nv_spd2.wad

    Build Time: 1.5 hours (base) + 1.5 (hours balancing and bugfixing)
    Music: Donkey Kong Jungle Beat - "Aerie Fortress"

    Compatibility: Boom (cl 9)

    Difficulty Settings: yes (only tested UV though)

    Untitled2.png

    Untitled.png

  5. I tried the 1 hour speedmap thing again.  Or more like 1 hour mapping and half an hour extra to fix things, so actually more like 1.5 hour.  Not worth new thread, so here:

     

    nv1hsm.wad

    Difficulty Settings: HMP and UV

    Compatability: Boom (cl 9)

    Build Time: 1.5 hours

    Tools Used: Slade, GZDoombuilder, Ibuprofen

     

    nv1hsp.jpg

    1. rdwpa

      rdwpa

      Fun. A couple of demos, an FDA and a more fast-paced casual max:

       

      nv1hsp_rd_demos.zip

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