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antares031

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Everything posted by antares031

  1. antares031

    THT: Threnody - released!

    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.
  2. antares031

    what are you working on? I wanna see your wads.

    Testing random monster generator that I made with DeHackEd:
  3. antares031

    looking for very big trees, also bushes and tall grass

    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.
  4. antares031

    Post your Doom video! [but don't quote video]

    Playthrough during the alpha test of MAP20 of THT: Threnody
  5. antares031

    THT: Threnody - released!

    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.
  6. antares031

    THT: Threnody - released!

    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.
  7. antares031

    THT: Threnody - released!

    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.
  8. antares031

    What do you think of ERB?

    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.
  9. antares031

    THT: Threnody - released!

    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. :)
  10. antares031

    Vulkan Support for Doom is now Live

    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.
  11. antares031

    Vulkan Support for Doom is now Live

    I switched to Vulkan, and now the game simply refuses to start. Great. 'Gonna edit cfg file manually to solve this problem.
  12. 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.
  13. antares031

    Post Your Doom Picture (Part 2)

    I recently restarted to make my personal megawad:
  14. antares031

    Pokemon Go, opinions?

    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.
  15. antares031

    SO CSGO is inducing child-aged gambling.

    Always Remember. "The odds are against you in gambling. The house always wins." -3kliksphilip
  16. antares031

    Legacy of Grabbag - Duke Nukem Theme Metal Medley

    Five minutes of eargasm. Nice work. +1
  17. There was a video, with lots of Doomguy's daisies, that inspired me to make this one with Photoshop:
  18. antares031

    The story behind your custom avatar

    Although I declared that I hate anime a few days ago, I do approve anything done by Miyazaki Hayao.
  19. antares031

    THT: Threnody - released!

    Kudos to everyone who participated this tribute project! I'm looking forward to check out the alpha version.
  20. antares031

    The Hidden DOOM Achievements (+Descriptions)

    Honestly I'm disappointed about the new achievements.
  21. antares031

    The story behind your custom avatar

    Ever heard of Google Image Search?
  22. antares031

    a

    This one. I bet you can recognize some soundtracks from classic doom, such as "Into Sandy's City" and "Shawn's got the shotgun", in this track.
  23. antares031

    The story behind your custom avatar

    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.
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