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About Surreily

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  1. Surreily

    MAYhem 2021...or should I say MAYhem X!

    Map name: Into the Spectral Citadel Music: D_RUNNIN (I will change this, it's way too late o'clock in the UK and I need to get up for work soon). Build time: Frantically over the last seven days of May. Tested: It works in Zdoom, will test in Boom ASAP! So this is a puzzle map. I've also managed to squeeze in a few secrets (though I am not sure what I can reward the player with as there is no combat, so I just stuck in some random stuff). I might add some combat at the end to make it worthwhile. Please let me know if you find any weird stuff - there might be some oddities as I was experimenting with some things. Yes, I know that the player can't go under the 'solid' platforms, sorry about that, I should be able to do something about that over the next couple weeks. Thanks! :-) MayhemX_Surreily.zip
  2. Surreily

    Marax Dungeon - my third WAD

    Just throwing my opinion in here having played the entire thing without looking at any comments in this thread beforehand. The first half of the map was really good. Weapons are introduced at appropriate times and I wasn't flooded with ammo - this meant I had to carefully select my weapons for each encounter, sometimes opting for a melee approach (thanks to the early berserk powerup). Due to the non-linear nature of the map, I was also able to save resources for later use, a good example of this being one of the invulnerability spheres which I used to kill two cyberdemons at point-blank range with the BFG without risking death. I love the intricate layout and interconnectedness of everything. I think that the map does lose momentum after the bridge though: I'm suddenly travelling through halls with very little opposition and the architecture is far simpler than the first half. Sometimes my only threat is a single cacodemon or baron of hell. Some rooms just feel like giant arenas with randomly placed monsters. It almost feels like I've stepped through a portal into a completely different map. Things do improve near the end again when I am suddenly lowered into a pit of lava and have to fight my way out, then deal with 2 cyberdemons - this is the highlight of the second half and provides a fun and frantic finish to the map. Bonus points for including a teleport from the end back to the start for completionists. :-)
  3. Surreily

    Doom -1: A Doomworld Experiment

    NEGATIVEONE_v1.15.zip Modified the start of MAP09 to fit in thematically with the rest of the map.
  4. Surreily

    Doom -1: A Doomworld Experiment

    So I did a bit of experimenting this evening... Thought it would be cool to have a map where you are in Doom Builder and have to fight your way out or something, but I think it's a bit too gimmicky for this project. Might do something like this for a secret area though.
  5. Surreily

    Doom -1: A Doomworld Experiment

    Pretty sure this is correct. All we need to do is delete the old MAP08, stick NiGHTMARE's one there, and replace MAP09 from an earlier version.
  6. Surreily

    Doom -1: A Doomworld Experiment

    I think we're merging them as best we can. It's already happened a few times.
  7. Surreily

    Line in the Sand - Team Mapping Challenge [BETA 1 OUT NOW!]

    I'd like to give this a go. I'd prefer boom or limit-removing if possible :)
  8. Surreily

    Doom -1: A Doomworld Experiment

  9. Surreily

    Doom -1: A Doomworld Experiment

    NEGATIVEONE_V0.61.zip Add a bit of detail to MAP09 (gone for a wood/metal/water theme). Not bothering with a screenie because I couldn't get a good one.
  10. Surreily

    Doom -1: A Doomworld Experiment

    Sup! Got this edit of MAP04 that introduces a couple of new rooms and a tunnel. Lots of work still needs to be done to make it playable (for example, that switch doesn't work at the moment). Merging it into whatever the most recent version is shouldn't be too hard. NEGATIVEONE_v0.45.zip
  11. Surreily

    MAYhem 2018 - Orange Version!

    Sorry, I just didn't have enough time to finish mine (lots of stuff happening over the last 2 weeks). No major loss, it was shit anyway, but I still feel kinda bad :/
  12. Quickie review of 99 Ways To Die: MAP01: I managed to die in the first room, go me! This is the first of three small to medium length maps that use advanced (for the time) lighting effects and lots of brown textures to achieve some pretty neat looking spaces. There's way too much health and ammo in this first map though. There's quite an emphasis on hitscan enemies, we'll be seeing more of that later. There's a completely optional area behind a locked yellow door - it's a bit random, but whatever, optional areas are always cool. MAP02: In this map, we see more of that fancy lighting and more of those hitscanners. There's a pretty rad room on one side of the map where a bunch of revenants get crushed in a thing that could probably have used some monster blocking lines to achieve the intended effect - I am assuming the author was going for something like the windows in Doom II's MAP04. Much like the previous map, there's an optional area hidden behind a yellow door, but it's right at the start of the map and the key isn't obtained until later, resulting in needless backtracking for the player. Difficulty is still manageable, nothing too tough yet. MAP03: This is the finale of the WAD. More impressive lighting effects on display here, especially considering the editors of the time (I can only imagine the amount of time this would have taken). We get some more difficult encounters here, including three pain elementals at the same time and a few arch-viles thrown in for good measure. I don't think the author playtested this one enough, as there is a serious bug that prevents completion when playing on Ultra-Violence due to what I assume is a teleport destination not being flagged as present for the difficulty. It's a bit of a shame, I had to noclip through the walls to the final encounter. It's probably the best of the bunch if we ignore that teleporter bug, and a great way to cap off this little set.
  13. Surreily

    MAYhem 2018 - Orange Version!

    Hi, I've got a pretty solid idea for a map and would like to join if that's okay. This is the first MAYhem I've participated in by the way, am I allowed to add a couple of additional textures? My map will have a fairly unique goal that some players might not understand at first, and I'd like to use a texture or two to help explain the map's goal. If you've ever played Valiant MAP07, you'll kinda get what I mean (though the "gimmick" is going to be completely different in this case).
  14. Surreily

    Your favourite TYPE of level?

    Cool, looks like we've revived a thread from a few months ago! Favourite map setting: A good bit of Hell with all its REDROCK caverns and tight marble hallways. Bonus points if the author goes for that Episode 4 look. Favourite difficulty: About Plutonia. I like playing maps with "natural" gameplay. What I mean by this is allowing monsters to roam, keeping the difficulty more or less consistent, and not trying to control exactly what the players or monsters do in the map (so, minimal traps/ambushes). Chaingunners? Yes, as long as they aren't bullshit like that one map in Plutonia where it spawns you in front of about 8 of them. Long or short? Nice and long with lots of exploration and optional areas! Detail or gameplay? Why not both?
  15. You can bet your ass that my ass will be in this ASS.