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

Surreily

Members
  • Content count

    395
  • Joined

  • Last visited

Everything posted by Surreily

  1. Surreily

    [RELEASE] Plutonia 1024

    I'm fine with the sky being changed, I agree it does look a bit strange for a Doom map. I also agree that D_E2M8 is a fine piece of music for this map! I was only using the default one because that's what it was when I got the map - I never thought to change it.
  2. Surreily

    [RELEASE] Plutonia 1024

    I like it! Nice work!
  3. Surreily

    [RELEASE] Plutonia 1024

    I really like what you did there with my image! But I have to agree with you - it would be nice to have a more interesting titlepic for our project. I cannot do it, as I am no artist - all I did was arrange some textures in Paint.NET :)
  4. Surreily

    The DWmegawad Club plays: Stomper

    Hello! This is my first time posting in these threads, but I love the idea of playing one map a day and then sharing my opinions on it. Unfortunately, I began playing just yesterday, so I am a bit behind everyone, so I'll keep the map reviews short until I catch up with everyone else. I've been playing on Ultra Violence and attempting to get 100% kills and secrets. MAP01: Incoming! 100% kills, 100% secrets A fantastic introduction! I noticed that the first area was very similar to Doom II's first map - even down to the hidden chainsaw! I was surprised at the number of secrets in a map with only 26 enemies, but I did enjoy hunting them down. Overall, I enjoyed this one, even if the author was overly-generous with the ammo. MAP02: Security Point 100% kills, 100% secrets Another fine map, although I was being showered in ammo and came nowhere near close to dying. I also noticed that I could hit the exit switch from outside the room, resulting in a very large skip (but I still finished the proper way). There's still way too much ammo though! MAP03: Radar Base 100% kills, 100% secrets This one reminded me of Doom's E1M1 - especially the outdoor slime pool and that famous zig-zag bridge. Again, a great map! Bonus points for the blinky lights high above the map. MAP04: Human Outpost 100% kills, 100% secrets Whoa - suddenly the enemy count has jumped up! Most of them are humans (well, zombies) as the title might suggest. I had fun with my chaingun mowing down all those poor zombies. So far, I'm enjoying this WAD. The new weapon graphics and sounds brings a nice change too, and the music is also good. The first four maps are a little on the easy side, but I can't really complain - they are the first maps after all.
  5. Surreily

    [RELEASE] Plutonia 1024

    How's this for a titlepic? http://i.imgur.com/wy8jDPF.png
  6. Surreily

    [RELEASE] Plutonia 1024

    As this map uses MAP07 tags and functions, it must be in the MAP07 slot if it's being included. This means that if we use the default sky, it would have to be the white one. Having said that, it should be possible to change the 'transfer sky texture' effects in the dummy sector (north of the large square) to any sky, and Plutonia has two beautiful red sky textures. I'm happy to change it to whatever - as long as the silhouette effect on the monsters still looks awesome!
  7. Surreily

    [RELEASE] Plutonia 1024

    Thanks Rook! I'm not sure if the sky is staying (it's really up to 40oz to decide) but I'm really happy that you enjoyed it!
  8. Surreily

    [RELEASE] Plutonia 1024

    Thanks for the feedback! The reason I put in the six keys around the arena was to force the player to spend at least a few seconds with the arch-vile.
  9. Surreily

    [RELEASE] Plutonia 1024

    Alright, I've finished messing around with Rook's map, and here's what I've got: http://www.mediafire.com/download/v9os776abl3phx8/pl1024-rook.wad. I think that the name Rook gave this map, Green Destiny, is a very appropriate name for this one. The playable area has been kept nearly exactly the same, but some monsters will teleport in at certain points. There's a neat silhouette effect I am using with some of the monsters, but I am not sure if this 'special' sky should be kept or changed back to the default white sky. The ammo here might be a bit tight, please let me know if there isn't enough! Of course, any feedback at all is valuable. Thank you, Rook, for creating an awesome map! I hope I did an alright job revamping it!
  10. Surreily

    [RELEASE] Plutonia 1024

    I'm almost done with revamping Rook's map. By the way, I am using a fancy 'transfer sky texture' effect to change the sky to something that's not normally a sky - is this allowed, or will it break the continuity of the maps? I'm fine with using the default sky if it's required.
  11. Surreily

    [RELEASE] Plutonia 1024

    Hi! Just popped in to ask a question: are we allowed to use Boom line/sector functions that don't work with the original Doom? I used a generalized function (a fast lowering floor) in my map, but I can change it if necessary. If we can use them, I will be able to try something neat with Rook's map... :)
  12. Surreily

    Best MAP01

    I love Alien Vendetta's MAP01 - it's a fantastic introduction to a fantastic collection of maps. I love it when MAP01 is nice and short, providing a quick introduction to the WAD.
  13. Surreily

    [RELEASE] Plutonia 1024

    No problem, I'll get to work on it tomorrow afternoon (I'm off to bed for now). Thanks!
  14. Surreily

    [RELEASE] Plutonia 1024

    Although I've already submitted a map (which has been OK'd), I'd be happy to finish off Rook's map. As far as I understand, the layout is fine, but the gameplay needs to be modified to make the map longer and provide a good difficulty curve. Please let me know if you'd like me to do it, and I'll get to work. If you do decide that I should be the one to finish it, I will try my best to keep it as close to the original as possible while also making the proposed improvements from the feedback that was given a couple weeks ago.
  15. Surreily

    Identifying maps

    I might be wrong, but I think the second one is WARHOUSE.WAD (can be downloaded here: http://www.doomworld.com/idgames/?file=levels/doom/v-z/warhouse.zip) and, according to the text file, was created by Mike Barker.
  16. Surreily

    [RELEASE] Plutonia 1024

    I think I already mentioned this, but I'd love any slot with a red sky please - it goes well with the blood theme. Thanks!
  17. Surreily

    [RELEASE] Plutonia 1024

    Here is version 4 of my map: http://www.mediafire.com/download/3f3g2roi1glm38g/p1024-Surreily.wad. Only three very minor changes this time:One of the arch-viles now spawns on easy (after flipping the three switches). Very subtle lighting adjustment made to the wooden beams above the exit walkway. Fixed a well-hidden texture misalignment. Also, I just noticed that my file isn't named correctly: instead of pl1024, it's just p1024. I'm leaving it for now, because if I change it, the link will also change. However, I can easily correct this if it's important.
  18. Surreily

    [RELEASE] Plutonia 1024

    Version 3 of The Pool of Blood: http://www.mediafire.com/download/3f3g2roi1glm38g/p1024-Surreily.wad. Major changes:Replaced gunners at the beginning with imps, hell knights, and revenants. Changed demon ambush at beginning. A rocket launcher is provided at the start instead of the chaingun. Many more rockets provided - you'll need them. Two more arch-viles to ruin your day :) Added rails to the exit walkway (to prevent skipping two keys). As always, feedback is awesome. Thanks to everyone who has played it and provided their thoughts! The difficulty has been increased again (mainly at the beginning and the end of the map). I hope I didn't make it too hard now, but if I did, please let me know so I can tone it down a bit.
  19. Surreily

    [RELEASE] Plutonia 1024

    Here is version two of my map, which I have decided to call The Pool of Blood: http://www.mediafire.com/download/3f3g2roi1glm38g/p1024-Surreily.wad (it's the same URL as before). Changes include:More monsters in general. Additional teleporting monsters. The second secret's access method is changed, along with its reward. The arch-vile now resides in a small alcove, making him impossible to see from outside. Lifts cannot be lowered from the top. The fake 'teleporter' trap now lowers much more quickly. Stimpacks should not behave strangely near the key switches. Various changes to ammo and health pickups. The map should now be harder than it was before, but please let me know if you think it's still too easy. Any feedback is appreciated. Thanks!
  20. Surreily

    [RELEASE] Plutonia 1024

    Alright, thank you for the feedback - I'll have a look and see what I can do tomorrow (can't do it tonight I'm afraid). I think I might remove the teleporter 'trap' and change it to just be a hole, maybe add more teleporting monsters, do something about that archvile, and generally increase the difficulty. Once again, thanks!
  21. Surreily

    [RELEASE] Plutonia 1024

    I've been watching this thread for a while, but I finally decided to put a map together a couple days ago. Here it is: http://www.mediafire.com/download/3f3g2roi1glm38g/p1024-Surreily.wad. This is my first submission to a community project and my first 1024 map (although I've been making maps for many years). There are a couple things I'm not too sure about regarding gameplay - I've done my best to playtest many, many times and try to get the gameplay right, but as we all know, the worst playtester for a map is its creator! So please, any feedback would be fantastic - especially regarding gameplay! Is it too easy? Too hard? Are some parts too brutal? If this does make it into the project, I would prefer to have a map slot with a red sky - it looks awesome with the blood. Thanks! And yes, the entrance/exit things are exactly the same as the ones in Plutonia :)
×