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antares031

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Everything posted by antares031

  1. antares031

    How can I find slime trails from level editor?

    Glad to find the level editor with software renderer, I'm gonna try this one. Thanks :) I've just tried BSP-W32 with my map and sadly, no success for me; it still shows trail at the exact vertex ;_;. But, thanks for the comment. :)
  2. antares031

    How can I find slime trails from level editor?

    I thought that there's a particular level editor that finds trails... Thanks for the answer. :)
  3. Recommending your own work is what we call "Promoting". See the other guy's recommendations. They're suggesting not their own works, but they're suggesting the other's works that were recognized as fine piece, masterpiece, by many people objectively. I know you're excited to create your own maps(just like me more than 10 years ago), but I can't stand that you call the others "newbie". So please, learn some etiquette and modesty before you spam posts about your work all around. I'll be honest. I played your work, and it doesn't qualify the OP's requirements.
  4. Don't get me wrong, I do agree that Zone 300 has an interesting gameplay. But the atmosphere and architecture isn't that extraordinary. That's because of its own limitation; only 300 linedefs for each maps.
  5. Have you ever tried Hell Ground? It has a fair difficulty(for my own perspective) with extraordinary atmosphere and architecture. It only has 7 maps, but the gameplay is really enjoyable. Although I doubt you haven't played it since it's the winner of Cacoward in 2009.
  6. Whenever I confront demons at heliport, I use dual pistols to kill imps and demons. To use rockets against them, you need to fall back to the entrance of heliport, or align them to the center by circle-strafing. In MAP05, there's an armory(requires red key to access) which provides an assault rifle. I tried to make it visible from outside, but I'll make them even easier to see, and easier to access in the next release. By the way, MAP05 is actually a reformed version of my old map. I always appreciate the feedback. Much obliged. :) P.S: The arena where you meet the afriests, it's a kind of nightmare sequence; similar to the ending of shareware doom. But you will eventually reach the world of blue textures in MAP21.
  7. I really appreciated your feedback and FDA! I love the one that you beat the level perfectly, triple 100%, in exactly 10 minutes. :) I'll try to improve sprites at further release. But like I said before, I'm not an expert at modifying sprites. ;_; About revenant's new weapon, I can take anything as long as it has no homing missiles. So I tried to replace its arsenal and my best decision was to replace the slow homing missile to fast, direct projectile. Basically, its new weapon is nearly as same as the original arachnotron's plasma gun, but without auto-fire. Through the FDA, I think that you're pretty good at dealing with new revenants even if it was the first try. Of course, I'll keep trying to adjust it via DeHackEd for better balance. By the way, while revenants now have direct projectiles, arachnotrons now have machine gun just like the original spider mastermind; its new role is "bigger, deadlier chaingunner" About monster adjustments, my first concept was that the player is not a skilled marine so he's not so good at combat, so the player originally had less speed, health, and ammo capacity(this one is still implemented). But it made the gameplay slower and boring. So instead of weaker player, I tried to make monsters stronger and faster. The result was much better for me; It made the gameplay faster and more enjoyable to me. I know it might confuses players at first time. But I wanted to give players different experiences, and they'll get used to faster demons after some levels. I'll keep in mind that your advice about item replacement. I notice it from your FDA; the item "blocked" your way. About the berserk in MAP02, It was kind of introduction of new melee weapon. Since the hammer is more powerful than original fist, I wanted players to try it out. Again, thanks for your comment! :)
  8. Let's say we have two maps. First one has five thousand monsters, but it also has hundreds(nearly a thousand) of rooms & corridors and arenas, making you to encounter around ten monsters in each battles. And the second one has one thousand monsters, and it only has one giant arena. It has less monsters than the first one, but it offers you a single massacre. Personally, I want to call the second one Monster Infighting Simulator.
  9. Version beta one is now available: http://www.mediafire.com/download/7e5cuh46kcun4td/strg_beta1.zip It now features custom GFX. For more details, please check out the text file inside. :)
  10. antares031

    Antaresia strategies

    Here's my video walkthrough of bonus level of Antaresia. It was originally part of my scrapped single player wad called Catastrophe. It has different name, but it has same enemies and boss monster properties. It works with a simple tactic; shoot him until he dies. One more thing. The lift for megasphere will be activated whenever you step into water. I hope it helps :)
  11. Thanks for the useful feedback! I'm glad that you liked new pistol. I tried to make the pistol more useful, so now it has burst mode with high-accuracy; it's always accurate to aiming point. And of course, SSG is really good weapon. But I wanted to make players use various arsenals instead of "SSG all-day-long" About textures, majority of textures are from CG Textures, which is now Textures.com. According to their terms of use 2.1 b), anyone is permitted to use textures to their computer games which is really nice. Some of textures are also from another mods such as Alien Vendetta and Plutonia. The soundtrakcs are came from three games, and I already posted the download link of music files to let anyone to use them. They're from old-online games developed by CCR Inc. : http://www.mediafire.com/download/qd22908v456tx1p/musics.zip Finally, about non-linear style, I tried to implement my design methods for my DM levels(called Antaresia) thanks to Memfis :). And designing that one-way door, the door with big red stripe, also helped me to design the level non-linear somehow lol. Again, thanks for the feedback :) P.S.: I've just updated the first post with the lastest version. Sorry about that ^^;;
  12. Right, I'll be honest that I'm not good at making sprites. What I can do is taking photos of items ,such as my guns, and refine them with a photoshop (Or palette-swapping another sprites.) But I'll try to improve the quality of sprites later. Thanks for the comment. :) I really appreciate your demo recording feedback! This is the very first demo that the other person played my map instead of me lol. I like how you found the secrets such as at the end of MAP01. In fact, after watching the demos, I recorded my walkthrough of MAP04 to help you. This one is recorded in prboom-plus with UV-Max category. http://www.mediafire.com/download/0zkskb24ivn91b7/strg_04_antr.zip A tip to clear the beginning part of MAP04 is to find a rocket launcher. There are two secrets that you can get RL before you pass the blue key door. In fact, the first one is at the very first room. :)
  13. The next update will include two maps, and one of them(MAP06) will introduce two new monsters. MAP05 is actually finished and tested in both ZDoom and PrBoom. MAP06 is still work in progress, but it will be done within a week. One monster will replace the Baron of Hell. Its appearance and arsenal resemble the Ophidian from Heretic. First three fireballs are not a big deal, while the final blow may kill the player in one hit. The other one will replace the Wolfenstein SS. It uses modified sprite of Dark Bishop from Hexen, while its immense speed and superior firepower will make you want to call it "Flying Arch-vile". MAP05: MAP06:
  14. 'Took me 35 minutes to beat every levels in first try. I felt like I was playing episode 1 of Ultimate Doom with chaingunners and hell knight until I finally got a SSG in MAP06. Overall, the gameplay was not bad. If your goal was to create maps with classic doom style, you've done a nice job. :)
  15. antares031

    What defines slaughter map?

    Thanks for the Radio link! I agree that, in the end, the "density" will do a major role to define a slaughter map. If you guys are gonna discuss about this topic again, please let me know so I can listen. :) My borderline is also around 30 per arena, but it's for mid-tier monsters, such as Hell Knight. For low-tier monsters like imps, it will be around 5-60 since they're easier to kill than higher classes.
  16. antares031

    Unpopular Wad opinions.

    I hate slaughter maps, and I call 'em "Monster Infighting Simulator". I can understand some people, or maybe lots of people, like that kind of huge, over-detailed maps with at least a thousand monsters since it's challenging. But that's not my appetite. A fine example will be Sunder. Its maps have magnificent visual and many people, including myself, really liked it. But the gameplay is so frustrating for me. I keep circling around, not shooting a single shot, to let monsters kill each other. Definitely, MIS is not a game for me.
  17. * Update * - Added MAP04 - Revenants now shoot slower rockets than before. (25 -> 20) - Fixed some issues from previous maps (monster placement, wrong properties, etc.) - Limitation of shotgun ammo is increased from 30 to 36. 60 to 72 with backpack. - Assault rifle now shoots weaker projectile. (7 -> 6) Download link: http://www.mediafire.com/download/k5fbaighvkx4k82/strg_04.zip Screenshots
  18. I appreciate your feedback! I checked the MAP01 since it caused no trouble before, as you can see from my video walkthrough above, and there's a deaf imp. I wonder what changed it, but it will be no problem in the next release. Thanks for the notice. :) I'll change the speed of revenant's rocket even though I already changed it before. As I mentioned from previous posts, I'm fine with anything as long as it doesn't have homing missiles. But since it was changed so suddenly from the original one, I understand lots of players don't like new fast direct rockets of revenant. About further release, here are two screenshots of MAP04 I'm working on. I hope to finish it soon. Again, thanks for the feedback. :)
  19. Some maps will share the same music, but it will be not much in the end. One thing I can guarantee is the boss levels, MAP32 and MAP30, will share the music as boss level theme. About the revenant, it originally has twin rocket launchers on its shoulders. So I think that shooting two rockets in a row kinda makes sense for me. xD
  20. * Update * - Added MAP03 - Added a new monster, replacing Baron of Hell. It's under test. - Revenants now shoot slower rockets. (30 -> 25, same as plasma rifle in original doom) - Fixed melee weapon sprite issue in PrBoom, tested in PrBoom+ v.2.5.1.3 with complevel 2 - Small modifications in MAP02 Download link: http://www.mediafire.com/download/95be1u81f4gi7h7/strg_03.zip Screenshots
  21. antares031

    Chaingunner's wad pack

    'Took me a little more than an hour to beat every maps. All of maps are enjoyable, except I got lost numerous times in MAP20. Overall, great job :) By the way, there's a spot that you can get trapped unless you use jumping to get out in MAP19. Since this wad is vanilla-compatible, I think I need to mention this one.
  22. Thanks for the comment! I checked sprites of hammer, and I thought that frame B caused that problem. So I adjusted its coordinate a little bit, and It worked for me in both ZDoom and PrBoom. Talking about the trap room in MAP02, that trap room will be modified a little bit in the next release, with fewer pinky and one less revenant (which was at right behind the switch. A hell knight will do his job instead). And of course, now you don't want to stay at that very corner. Keep in mind that I'll apply every proper feedback. Thanks. :)
  23. The role of new revenant is same as original arachnotron; shooting fast, non-homing direct projectiles. Still, I'm gonna modify the speed of rocket a little bit slower, which is as same as arachnotron's plasma gun. By the way, while revenants are shooting fast projectiles, arachnotrons are now equipped with a heavy machinegun. About MAP02, a cluster of small rooms was a concept of map, just like original MAP02 from Doom 2. Later levels will feature some outdoor challenge like a screenshot below. It's still work in progress. I'll adjust the revenant like I mentioned above. And yeah, I always wanted to put my hammer and drill machine as melee weapons xD As long as it doesn't shoot annoying homing missile, anything is fine with me. :) Thanks, but I want to finish the project with my own levels. You can contribute your work to another community project. Good luck.
  24. Thanks for a feedback! I've just replaced some grenades around the stream. And I'm glad that you liked a melee replacement :)
  25. * Update * - Added MAP02 - Fixed major bugs in PrBoom, including sound issue and sidedef tag problems - Fixed aiming issue with projectile weapons Download link: http://www.mediafire.com/download/f2lh0bvb8m0i8gu/strg_02.zip Screenshots
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