Ponqo

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About Ponqo

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    Warming Up
  1. team tnt hated yellow keys so much they didn't even put it in one map
  2. + 1 for nihility i will be very upset if it doesn't get one
  3. part of a project
  4. GMOTA Project MSX The Space Pirate Samsara
  5. you can quicksave on vanilla doom by pressing f6 and quickload with f9
  6. I played through all of the official release, then joe's map. I actually quite enjoyed joe's map. I think that if he were to balance the difficulty after the teleporter and change some textures to more fit the theme of rusty techbase, then it would be a nice addition to this mapset. At its current state, it doesn't seem to be built around the theme at all, but I imagine some creative texture replacements could make it pass. I've seen plenty of improvement in joe's maps and he's interested in making the map better. Ultimately, I think bias should be left out of the inclusion of maps, especially when the former project lead had it in already.
  7. http://www.wad-archive.com/wad/e128ca1d54088b63ec3698f196215259
  8. i whipped up a quick vanilla doom 2 map in about 2 hours http://www.mediafire.com/download/p0196ndn2pl6lwb/speedmap1.wad
  9. I really like what you have done so far. The way you use vanilla textures is very fascinating, especially in map18. The gameplay is also pretty well done. It's not a chore to play what is essentially the same map again because the layouts are changed a bit but it is also plenty more challenging. The only thing i don't like about it is how when you detail some of the areas of your maps, you use sharp edges that use a lot of segments, and looks very weird because the rest of the map keeps a simplistic aesthetic, and seems to make some areas look better without the detail. All in all, this is what I think doom 2 reloaded should have been. What you have here is glorious, and I cannot wait to see how you remaster the other maps. Especially the ones I hate like nirvana and downtown.
  10. Rest in peace, Ty
  11. i played through all of the versions of Grounded. The key differences that I found where in enemy placement and some other odd changed that joe made. For one, the dispersion of monsters is vastly different, where archviles and revenants are in different places entirely, changing the flow of the map for the worse. For some weird ass reason, he made almost every toxic flat move like a conveyer belt which actually breakes the walls of the last part of the map and makes them into some weird hall of mirrors illusion. The change seems to have been made to only accommodate one section where you get pushed off the stairs to the final switch. The last thing that just weirds me out is when he changed the supershotgun secret entirely. In the original, the supershotgun teleports into an area that looks aesthetically pleasing, but then Joe "joe'd" it up by instead making the wall open up and putting the supershotgun on another conveyerbelt toxic flat, which doesn't even make sense. The midi replacement is a little offputting. The original sounded fine, not saying that the new one is bad or anything, but the old one seemed to fit the theme better and loops better too. You seemed to have literally downgraded the map. Is this a joke?
  12. What I meant by that is that he should limit the amount of submissions to show to the world until people start actually liking your maps. Actually no, if these weren't maps that he actually submitted to other projects and were just solo projects, I wouldn't care to much. I didn't mean to come off as rude but is seems obnoxious of him to keep sending in maps to so much community projects and only mapping them for a couple hours at most just to get his name on the credits screen. This is important because he usually takes up MAP01 and when the first map is bad or stale, it makes me not want to play the rest.
  13. Okay so, I think it's great and everything that you are attempting to improve and all that, but you really need to slow down, stop trying to get involved in every group project, and keep more things to yourself. I don't think there's really much need for this wad to exist in the first place, but that is behind us now. First, I will start with the presentation. I am greeted by a title screen composed of a very badly compressed modified Green Day album cover, which sadly sets the tone of the entire wad file. Luckily, there remains some clever personality in the edited text, which I can truly not be critical of. I start the map to a cozy christmas house from your christmas mapping collaboration. For much of this map I cannot really be mad in the overall design and exucution. I thought it was cute and small. However one terrible thing that sets this map apart from being very well done is the music. I can understand that you really enjoy the band Green Day, but the compressed midi-versions sound completely awful and do not fit in well with any of the map themes at all, which is sad because this is a somewhat well-done map from you. The second thing I took notice of is the lighting and texture placements. I though it was cute in the first level how the fridge is made up of a cutoff wolf3d texture, but the color scheme doesn't fit and it looks like the fridge is cut in half. Another thing to note is the map boundaries, they are really not designed well. It just seems awkward how you define where the map ends. Alternatively you could put some rocks or scenery to draw attention away from it, but it always looks irregular and unnatural, even after some of the other maps. The last thing I want to mention is the monsters and difficulty in certain maps. The library map in particular feels overly claustrophobic and suffers from not well thought-out enemy placement. Higher monster counts doesn't automatically make the map harder unless you take into account where the player will be and the structure of the levels. It seemed completely random where each monster was and this sort of difficulty seems to intoxicate some of the later maps as well. In conclusion, the only advice I can really give to you is to learn your limits. Some maps work out well and could be better refined to make a nicely done map. Another thing I recommend is designing your maps extensively and playtesting it to fit a playstyle suitable to your audience before releasing it. I think if you took these things into affect, your mapping skill and title will no longer be a joke or a meme among this forum.