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Everything posted by antares031

  1. antares031

    [wib] golf

    +1. This already looks even better than I expected.
  2. antares031

    [wib] golf

    Can I beat the shit out of demons with a golf club?
  3. antares031

    [wip] Freaky Panties

    Nice title.
  4. antares031

    Wolfenstein Youngblood

    Sorry, but Wolfenstein without BJ is like Doom without Doomguy to me. They better bring something extremely cool features to compensate my frustration.
  5. antares031

    Which monster do you neglect when mapping?

    It's technically not a monster, but I rarely use crushers in my level. Baron of Hell. We already have Hell Knight, which is nearly an identical version of Baron with a half HP. Any custom wad that replaces Baron to something interesting to fight will always get my thumbs-up.
  6. antares031

    What improvements over Doom 2016 are you expecting?

    No disappearing corpses, so arch-viles can resurrect them.
  7. Note to self: Scheduled Release Date of RC1 - June 24. 2018

    1. Show previous comments  1 more
    2. antares031


      @Catpho This one: 


    3. Catpho


      Super duper ultra hyped!

      (wait i thought you once said 2019? Gah, who cares anymore!)

    4. Marlamir


      Can't wait for this.

  8. antares031

    The DWIronman League dies to: Rush

    Category 3. I watched ELMLE's UV-Speed attempts of Rush on Twitch long ago, I watched UV-Max runs of it on Youtube (done by Ancalagon and rdwpa), and I even played the levels with iddqd on, in order to familiarize the wad, before I record the demo. UV: Died on MAP08 with 161/236 monster count HMP: Died on MAP13 with 0/24 monster count Survived, with 1051/1052 monster count Well, I survived for the first time, although it was HMP, not UV. But it still counts, I guess. antares_Ironman_rush.zip
  9. antares031

    Do you ever imagine about the Doom Marine's past?

    I imagine the Doomguy, living in his house peacefully, feeding his lovely pet rabbit.
  10. antares031

    Post Your Doom Picture (Part 2)

    Someone needs to fix the ceiling.
  11. map29.png.e0da879caeb27aaf9d06b4ac639559bb.png


    Two more sections to go.

    1. Show previous comments  1 more
    2. StormCatcher.77


      Looks impressive!

      I think here is a full year of work or more...

    3. antares031


      @Marlamir For the level itself, one and a half month. For the entire project, nearly three years.

    4. Marlamir


      Thats very impressive sir. 

  12. antares031

    The DWIronman League dies to: Rush

    Glad to see the 1CC rule again. Probably it's the best option for a slaughterwad like this. Good luck to everyone. :)
  13. Struggle : Antaresian Legacy is a single-player partial-conversion megawad for Doom 2 with limit removing compatibility. It features new weapon and monster replacements, edited with DeHacked patch. Some of original monsters are also slightly changed, so it's recommended to check out the info below before you play this one. Since this wad uses heavily modified DeHacked patch, it is recommended not to use other custom gameplay patches. Also, par time of each level is based on UV-Max playthrough, not UV-Speed. The current version is Release Candidate 1. After three years of the announcement, this wad has finally become a full megawad with new 32 levels. Before I celebrate myself, I want to thank everyone who helped me to make my very first full megawad. This something that I really wanted to achieve, since I made my very first Doom level, back in 2006. So yeah, I hope you have fun with this wad. :) * FDA or livestream feedback, video playthrough providers Deadwing, scifista42, gaspe, Dragonfly, x38_ViTa_38, loveless, Veinen, 129thVisplane, kakhome1 * Suggestions, bug report providers Memfis, Doomkid, SuperCupcakeTactics, EffinghamHuffnagel, Dragonfly, Fonze, rhinoduck, Poohlyash, Evolution = Changelog for RC1 = = Screenshots = = Download Link = Click here to download (Beta 5) RC1 will be available on June 24. 2018
  14. antares031

    Things about Doom you just found out

    I'm actually doing both of them; changing texture's height on TEXTURE1 and adjusting in-game walls with those particular textures.
  15. antares031

    Things about Doom you just found out

    I found that my megawad has critical tutti frutti effects all over the place with particular sourceports, and now I need adjust every 31 levels. Turned out that the sourceports I've been using, including PrBoom+ w/ complevel 2, don't emulate any tutti frutti effect.
  16. Much appreciated for the playthrough of whole levels, including those from pre-RC version, and highly detailed review about the wad, Deadwing! I'm really glad that you enjoyed the wad in overall. I'll make sure to adjust some elements, based on the playthrough videos on Youtube. One of big differences in the next release candidate version is that now you can fire BFG without reloading sequence, if you keep pressing the fire button. Keep in mind that you still need to reload it, if you don't hold down the fire button, but I guess that this will give more options to players against a giant slaughter moment; whether you spam the BFG as fast as you can, or perform precise strikes against more preferable monster formations for better ammo efficiency. The MAP29 is about 30% done, and I think I'll be able to release the next version in the late June, with this speed of progression. I still need to place some more monsters for the cooperative gameplay, but I guess it won't take a long time to finish the job. As long as everything is going all right, the final version will be uploaded to idgames in this year, after 3 years of development, and a couple of months of development for scrapped megawad project. (FYI, several levels in the early episode were salvaged from the scrapped project long ago, like MAP03 and MAP05, with minor changes in details and gameplay.) Again, thanks for the review of the current version. :)
  17. Note to Self: The 'lower to and change texture' linetypes, take the flat from the sector the lowest numbered two sided linedef in the target sector, is attached to.

    1. Xyzzy01


      That's what it is? Thank you! Seems like such a convoluted way to crash the ga- ....uh, I mean program an interesting special effect like that.

  18. Any speedmaps I've done so far. Engine limitations? Overhauling a giant setpiece? All of them can be resolved by figuring out right solutions, if there's enough time. But I just couldn't design everything I want to express within just a few hours. In fact, I found that participating a speedmapping session is a little bit stressful to me.
  19. antares031

    SlaughterMAX. RC1 available!

    Had to delete some decorative lines and sectors for optimization, sorry. ㅠ_ㅠ Hehe, let's see how much I can go further, until it's on idgames. XD Not to worry, I forgot to mention that I deleted every lost souls on UV.
  20. antares031

    SlaughterMAX. RC1 available!

    Here's the updated version with new UV-Max demo recording. I got all of them this time, including the resurrected one. * Changelog - Even further optimization by reducing the size of level - Adjusted the method to start the final stage - Increased the monster count on UV from 28,350 to 32,398 smax_antares031_20180521.zip
  21. antares031

    SlaughterMAX. RC1 available!

    That's something good to know. Allow me to use a few days to update my level with new demo recording.
  22. antares031

    SlaughterMAX. RC1 available!

    I've rewatched the latest demo, and I checked no problem with it; all monsters were killed, and all secrets were found. Would you tell me what happened during your demo-checking more specifically? For your information, I used both RC2 version of wad and demo file, and I recorded it with GLBoom+ If this issue also happens to other players, I will re-record the UV-max demo attempt with no problem.
  23. antares031

    Post Your Doom Picture (Part 2)

    Only one more level to go.
  24. antares031

    Doomworld Members' Sketchbook

    'Drew a kitten today.