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Cheesewheel

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About Cheesewheel

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    Warming Up

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  1. Cheesewheel

    Post your very first map here!

    I found the first ever thread I made on Zdoom in 2009(!!) with my first ever maps on them. The very first is lost to time so here is my second ever map instead. it's called 'The Green One'. I remember being very proud of the traps I had made and the little streams that ran through the level. The little UAC sign can still be seen in my maps today!
  2. Cheesewheel

    CPD - 31 Limit removing maps for DOOM2. (ONE MAP LEFT!!)

    Nice find, will get fixed.
  3. Cheesewheel

    CPD - 31 Limit removing maps for DOOM2. (ONE MAP LEFT!!)

    3 new maps available! Check OP for download link. MAP28: DOCKLANDS - Get the last boat out of here! MAP29: BEACHHEAD - Assault the hellish island to get to the source. (Recommend saving on your first play when you reach the final fight, you'll know when.) MAP30: THE CLIMB - Ascend the hellish tower, climb into the guts of the invasion and destroy it! NEW STATUSBAR from P4IR47!!!!! Wow, only MAP32 left to do and then this project is 'technically' finished. After all the maps are done, there will be lots of tuning and adjusting to do. Full complete release by Nov hopefully!!
  4. Cheesewheel

    CPD - 31 Limit removing maps for DOOM2. (ONE MAP LEFT!!)

    MAP 28, 29, 30 soon...?
  5. Cheesewheel

    CPD - 31 Limit removing maps for DOOM2. (ONE MAP LEFT!!)

    New update! My time to work on this project is sadly diminishing so I am throwing out my latest build to those interested. (Some CWILV is missing, etc...) DOWNLOAD: CPD.zip MAP23 - Rooftop Rumble - Self explanatory! (I need to see if you can get out of bounds in this map, I'm sure it is possible and that I have missed it!) MAP24 - Cuboid - Super small, almost 1024 x 1024 map, hopefully very fast playing. MAP25 - Nuked - A lovely jaunt through a nukage plant. MAP26 - Corruption - Walk through corrupted city streets and high rises and clear them out! MAP27 - Flesh Nest - A centre of infestion for the demons, sort it out! On another note, I now fully understand why megawads have a tendency to peter out towards the end, I am running out of ideas myself and some maps border on filler here... (MAP25...)
  6. Cheesewheel

    CPD - 31 Limit removing maps for DOOM2. (ONE MAP LEFT!!)

    Sneak peek of MAP23 - Rooftop Rumble. Hopefully there will be another release in a few days, the end is in sight!
  7. Cheesewheel

    CPD - 31 Limit removing maps for DOOM2. (ONE MAP LEFT!!)

    New maps incoming! I have made a little bit of headway into the final city episode of the megwad and have two maps open for testing for those inclined. I have also relegated the old map16 to map31 as I didn't think it fit properly and now map16 is a completely new map. MAP16 - Painbase: As implied, another hellish pit to clear out. MAP21 - Predator: Who is the predator? You are! You've returned to earth just in time to watch it burn, get revenge! MAP22 - Ghost Town: Fight through the ruins to get closer to heart of the invasion. Check the OP for new download link.
  8. Cheesewheel

    CPD - 31 Limit removing maps for DOOM2. (ONE MAP LEFT!!)

    Hey thanks for the detailed report, I hope you enjoyed the mapset. I have updated the op with a new version based on your feedback.
  9. Cheesewheel

    CPD - 31 Limit removing maps for DOOM2. (ONE MAP LEFT!!)

    Great to hear you are enjoying them so much! MAP15 has a damaging floor bug that I just fixed and updated the OP with, so make sure you get than when you have the chance. Looking forward to the rest of your thoughts.
  10. Cheesewheel

    CPD - 31 Limit removing maps for DOOM2. (ONE MAP LEFT!!)

    NEW UPDATE - 9 NEW HELL THEMED MAPS READY FOR TESTING! SEE ORIGINAL POST FOR DOWNLOAD LINK. I've been busy working away on these new maps for this project. The demons have shipped you off to hell and you need to fight your way out! Traverse through hell keeps, corrupted UAC bases and flesh infested space stations to find a way back to earth! MAP12 - I LIVE AGAIN! You're awake and really goddamn angry! Taking inspiration from blood, ascend and tear your way through this hellish outpost. MAP13 - RED KEEP Transported to a large hellish canyon surrounded by an evil fortress. Find a way in and clear it out. MAP14 - BAD BUSINESS This is where the demons have been planning the invasion with their hellish cronies! Blast through this floating centre and put a stop to their planning. MAP15 INFERNAL ARCHIVES Some sort of hellish library... explore your environment and find a way out! MAP16 POWERTRIP Load up on rockets and plasma and go wild in this short, fast paced map filled with demons. MAP17 BLOODWALK Another citadel drenched in gore, easy work, get going! MAP18 BASTION Some sort of overrun UAC outpost. How were they able to make this in hell?! The spaceship in the hangar might be your ticket home... MAP19 HELLSTATION Just as expected, the spacestation is overrun. Clean it out, keep moving, you must be getting close. MAP20 GATEWAYS This is it, the portal back to earth! Shame about the horde of demons and locked doors in the way. Blast through it and get out of there! Screenshots below! Currently these maps have not been tuned for difficulty and probably contain a few visual bugs and gameplay glitches. Let me know which ones you find because I'm sure there are plenty. Making these maps was new territory for me. I had my own recipe for techbase maps but this stuff was really challenging. Hopefully they are enjoyable and action packed. One more thing, I really reccomend you use a good midi soundfont. Quite a few of the midis in this pack sound great with a good font, but pretty terrible without one.
  11. Cheesewheel

    My first *finished* map

    Just had a quick play through. For a first map there are lots of positives. Firstly, texturing is really neat and fits the theme, nothing looking out of place or ugly. You could go further and try cutting some of the right angle walls or put in more ceiling and wall lighting. The beginning is also engaging and attention grabbing, I'm in a cage, how do I get out!? I like the use of midtextures to give the hitscanners chances to shoot whilst boxed in by the baron. I also liked how you show the secret mega armour through the bars but it seems redundant to show and give the player the ssg after they have cleared out the level. A first time player is not going to think of shooting the pentagram (unless they read this thread) until they see the hint! So you should hint the secret earlier and then provide the opportunity for the player to search for it. For a map with shotgun and chaingun combat the choice of enemies was mostly appropriate, killing imps and shotgunners is something that never really gets old. However, you should be very careful with the use of barons. Players today are not threatened at all by a single baron, it is nothing more than a tedious 1000hp roadblock! Consider sticking to lighter enemies when the player has a lighter arsenal, the challenge can be increased by hiding hitscanners around walls etc, but the pace remains fast! I think to take this to the next level you should see if you can surprise the player. A prime opportunity I thought was after collecting the blue key you could totally open a load of monster closets and have the player chaingun their way though a horde of zombies, or something like that...! Oh and make sure you put a teleporter in the lava to let the player out. Unless you make it really clear that the level revolves around death pits, they rarely feel fair and are too punishing. (imo) In terms of compatibility, I always think that the more compatible a wad is, the more people will play it. Maps that require freelook and jumping are not quite the classic doom gameplay I look for and I know others share the same opinion but that's your personal taste. I always think that mapping with restrictions such as in classic doom2 format with no jumping/freelook encourages creativity and is a better place to start for someone starting to map rather than the highly advanced sourceports with loads of overwhelming options! My opinion though, do whatever the hell you want! Overall, I am looking forward to your next map. Take your time and I expect great things!
  12. Cheesewheel

    Quirk - 3 maps for DOOM2.

    Glad you enjoyed these maps so much, great video! If you're looking for maps by me, have a look at my megawad WIP CPD.
  13. Cheesewheel

    Quirk - 3 maps for DOOM2.

    Whilst thumbing through my old laptops and hardrives I found loads of my old doom maps some finished, many unfinished from around possibly 2014. A test version of MAP01 was placed in a /vr/ thread but other than that these have never been released. I salvaged what I could and put together three short techbase maps that play fast and I think are really enjoyable! I have no intention of doing anything to these maps so they are just here to be enjoyed. They already had midis with them which I believe came from here. Only tested in PRBOOM and seem to be tuned to UV only. No jumping/crouching. Screenshots: P.S... Progress on CPD continues, MAP12-17 are finished! Download: quirk.zip
  14. Cheesewheel

    CPD - 31 Limit removing maps for DOOM2. (ONE MAP LEFT!!)

    Thank you so much for this review of the project so far. Really appreciate the time you took to write this all up! Progress continues on another hell map named 'Infernal Archives', a trap filled romp through a hellish library. It needs a hefty detail sweep but plays out in a more exploration focused style as opposed to the other map shown earlier 'bad business' which is very fast paced!
  15. Cheesewheel

    CPD - 31 Limit removing maps for DOOM2. (ONE MAP LEFT!!)

    Thank you @Summer Deep and @Degree23 for continued playing and feedback, the positivity and thoughts really help with the creation process. In regards to the final slaughter fight in map11, I find it gets a lot easier if you kill all the Barons that descend first, then you can camp and rotate the corners and plasma hose through the hordes. About the backpack... originally MAP04 had a secret backpack which I removed . I find it difficult to decide when to introduce such a powerful item. For a preview of the hell maps I am constructing I had a thought... All this invasion planning must mean that the forces of hell have some sort of admin wing of their organisation. Cue the map 'bad business' featuring evil lawyers having board meetings whilst floating in space - classic hell stuff! It's somewhere in the middle of MAP11-20, haven't decided yet. I am trying to go beyond traditional fire and brimstone and get a little bit reality bending with the hell stuff (but there is still fire and brimstone stuff too!)
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