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Everything posted by antares031
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I promised to replay the MAP12 during the public beta session. But first, here are my thoughts about the MAP12 during the alpha test. -During the alpha test (to Chris) Here's my confession: I accidentaly stepped to the exit line without knowing the presence of invisible exit line, so I couldn't make UV-MAX for my first play. I'm planning to replay this level when the public beta is in session. Still, I must say about what I felt from this level. This is a faithful remade version of Ty's works, such as Wormhole, Shipping/Respawning. z0k and Fonze did the right job to demonstrate the fine example of remaking level. But sadly, this level triggered one of my pet peeves: abusing unfair arch-vile moments. I know some skilled players will not mind this issue. But honestly, placing arch-viles and revenants combo for each corner with "silent teleporter" was gone way too far for me. Maybe I should try HMP next time since this level has only two arch-viles for medium difficulty. -More thoughts during the alpha test (to Fonze) I really like the concept of this level. It's one of the best levels for redesigning the original levels. Combining structures of Wormhole and Shipping/Respawning was executed really well done. Not to mention that the architectural detail is just superb. I can see that you and z0k put a lot of effort into this level. Some moments like small car repair shop and mancubi on the conveyor belt were just good enough to make me a smile. The overall layout is also pretty good. I didn't get lost during my playthrough despite its giant size. Now about the gameplay, I share the same thought with Mechadon. While the majority of combat is pretty good, I could enjoy this level much more if I tried lower difficulty since there's a huge difference of the amount of arch-viles. Some arch-viles are just way too brutal for my taste. First, there's no reliable covers to use around the thing 1311, so it's really hard to dodge its attack unless I'm lucky enough to flinch it 4 times with my SSG. It could be better if there's at least one reliable cover such as a small rocky column. Thing 2726 shares the same problem, but it's even worse; a small room with no cover at all. Although that ambush was predictable, it was still hard to deal with that one. Thing 2913, 2914, 2915, 2917 are the beast because of those silent teleporters. Dealing with 4 arch-viles that teleport around the corner was a really hard job. As you can see, I had no problem to fight against other monsters, but some arch-viles with unfair moments. Other than that, this level is absolutely gorgeous thanks to the well-executed concept, fine architectural details, etc. And here it goes. Played it from beta1 with ZDoom UV-Pistol Start w/ Boom(strict) compatibility. MAP12 "Wormhell" I like the changes on some arch-viles, especially one with no reliable covers from outside(thing 1311, and now it's replaced to a few revenants and a pain elemental) and one from a small room with teleporter traps(thing 2726). The deadly arch-viles with silent teleporters were still hard to deal with, though. And for some reason, although I played this map before, it took me a while to find the exit switch from hellish arena(line 30832 with grey skull switch), but I believe that it was my fault rather than level design issue. The biggest issue during this playthrough was a final combat. Twin cyberdemons were not a big problem, but spawning monsters with no pause was a different story, especially when I realized that I missed the second dimension beyond the spider web. I skipped that second dimension and entered the hell dimension first, but I didn't want to forget that part. So I visited 2nd dimension, killed some monsters that I missed, including a spider mastermind. Speaking of 2nd dimension, that cyberdemon ambush with "disaster area" sign could surprise the player with no foreknowledge. And this is what happened to the first dimension when I returned via line 10672. (IDDTed automap) Personally, placing unstoppable demon spawners to a normal level is not a good idea, since it will discourage the player to explore the level when demon spawners are active. It's like "Your adventure ends here. Stop playing around and exit the level right now, or die." But I want to hear more opinions about this one from other players since every players have their own taste. Still, this level is beautiful. Most of combat situations are well-designed with proper monster and item placements. It's one of the best levels for recreating the original levels designed by Ty, such as MAP04 and MAP19 of Evilution.
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what are you working on? I wanna see your wads.
antares031 replied to everennui's topic in WAD Discussion
Testing random monster generator that I made with DeHackEd: -
looking for very big trees, also bushes and tall grass
antares031 replied to TimeOfDeath's topic in Doom Editing
Some texture sites, such as textures.com, provide useful textures and sprites for modding. If you find sprites that you're looking for from the link on the left, please let me know so I can download it for you. Alternatively, you can register to that site with your e-mail and get 15 chances to download free textures per a day. -
Post your Doom video! [but don't quote video]
antares031 replied to DuckReconMajor's topic in Doom General
Playthrough during the alpha test of MAP20 of THT: Threnody -
It's been 8 months since I made the first version of that map, and I haven't noticed that problem yet? Man, I'm a bad level designer. :( Thanks for the useful tip with tnswutil utility, by the way.
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I've checked the pre-beta version, and I think the music for MAP07~09 is misplaced while changing the order of levels; MAP07 now uses music from "Forgotton Reaches", MAP08 uses one from "Fort Halderman", and MAP09 uses one from "Fightnancial Crisis at Enwrong". But I believe this one will be fixed when the order of level is settled.
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Yes, any hanging corpses with thing ID from 73 to 78 have infinite tall actor issue. Not only MAP05, but there are couple of levels have this trouble, such as MAP04 and MAP14. Still, isn't infinite tall actor allowed for boom-compatible wads? EDIT: Nevermind. I've realized that -complevel 9 turns on infinite tall actor option. So need to fix this one.
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Exactly. That's the only ERB video that I disliked so far. Other than that, their videos are quite fun to watch. But I highly doubt that they're going to feature Doomguy to their show.
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Thanks for the FDA and detailed feedback! Yes, I noticed some glitches you mentioned during my alpha test(I'm currently working on MAP17), such as sleeping cacodemons. There were a couple of misplaced linedefs that caused the glitch, and it's now fixed for the edited version. I'm going to fix my level by myself whenever the glitch is found, and I'll send the fixed version to Chris. The next fixed version will be sent when I get more feedback during the public beta. And yes, the chandelier sprite, GOR1A0 to GOR1C0, is a little bit misaligned, and I suggest to edit the x-axis offset from 17~18 to 25. About the chaingunner from the beginning, I'm going to make the player easier to grab that chaingun by giving the access to that place. Not to mention that I'll make it more friendly to access to the switch that lowers the yellow key. Some combats that you mentioned should be adjusted, too. About the lava pit in front of exit switch, you can climb up the wall to try again if you fall down to the pit. But I'll make the platform wider to make it easier to pass. About the first secret: Again, thanks for the feedback. And thanks for the awesome Formalhaut level. :)
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I've just edited DOOMConfig.local from savefile folder and now it's working. Changing r_renderAPI "1" to "0" will restore the option to OpenGL.
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I switched to Vulkan, and now the game simply refuses to start. Great. 'Gonna edit cfg file manually to solve this problem.
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Not only the official soundtracks from id Software, but I also listen to the community-made soundtracks for doom modifications, which are sometimes even superior to soundtracks from some games with giant budget.
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I recently restarted to make my personal megawad:
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Personally, I will not play any pokemon games except Gold version and HeartGold version. So this "new version" does not get my attention at all. Regardless, I hope people are not going to make a stupid decision, such as entering North Korea to catch extremely rare legendary pokemons.
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Always Remember. "The odds are against you in gambling. The house always wins." -3kliksphilip
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Legacy of Grabbag - Duke Nukem Theme Metal Medley
antares031 replied to MusicallyInspired's topic in Everything Else
Five minutes of eargasm. Nice work. +1 -
Doomworld's Desktop Wallpaper Thread [Read the image-posting rules in the FAQ]
antares031 replied to Varis Alpha's topic in Everything Else
There was a video, with lots of Doomguy's daisies, that inspired me to make this one with Photoshop: -
Although I declared that I hate anime a few days ago, I do approve anything done by Miyazaki Hayao.
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Kudos to everyone who participated this tribute project! I'm looking forward to check out the alpha version.
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The Hidden DOOM Achievements (+Descriptions)
antares031 replied to brokenhangar's topic in Doom 2016
Honestly I'm disappointed about the new achievements. -
Ever heard of Google Image Search?
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Don't worry. I won't kill myself just because of that. But certainly I'm gonna put doomworld.com into my permanent blacklist if that happens.