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Ponqo

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About Ponqo

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    Green Marine

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  1. Ponqo

    MALAGARD (Single map for Doom II)

    I played this on ultra-violence skill and had a great time! I found its design to be pretty unique. I like the sense of scale the geometry of the outside portion of the level. It conveyed a strong atmosphere and lent the level to a grander scale. The architecture was very well-designed as well. I really admire the save/checkpoint system used here. I had to keep on my toes a little , keeping up suspense. Whenever a checkpoint appeared I still felt a tad relieved despite not coming close to death at any point, because I knew that if I *did* perish, I would have to retrace my steps from earlier. It was well-designed in that regard. The one setpiece I really liked was in one of the first areas where you enter a small cramped corridor absolutely filled with pinky demons. I was starting to panic until I saw the wall give way, then I was flushed out with the pinkies into the next small arena with a the hell knight and a couple demons, while still fending off the pinkies. It was frantic but still manageable, and fun. The way you stretched textures a bit to convey large chunks of land reminded me of duke nukem levels, which have similar texturing quirks in certain maps. The whole level follows a different design philosophy than other maps I've played, and I found it interesting. Good job!
  2. Superb level. The architecture and detail is rich throughout and really pushes vanilla to its limits. The unique areas and texture choice makes the map visually solid. The scripted sequences like having mancubi deaths activate doors really caught me off-guard. I didn't know that was achievable in a map01 slot. I was actually slightly stumped at this part, because I didn't think that I had to actually kill all the mancubi, because I thought it would be like a normal map, and that I'd find some switch. Eventually I found out. It was my fault I got stumped, because I didn't figure killing the mancubi to be required to progress. The combat was challenging in a very fun and fair way, and was well-balanced to make the new weapons feel satisfying in certain encounters. Overall very fun map. I can't wait to see what other maps you make
  3. christmas is saved! pleasant five minute map, perfect for a coffee break. at first, i thought the level was playing a little too safe with its combat until the red key where i wasted all my ammo after dying five times and found myself against the revived hoard. i really like the outdoor areas, and the sky, and really just your style in general. solid 1994 pwad! -also, i'd like to believe the protagonist is the owner of the restaurant in ICARUS MAP11
  4. Ponqo

    2018 Wad Catalog [+Updated!]

    Among Dreams (single map) mine :)
  5. Ponqo

    Dysthanasia

    this level is like a bad dream - good job! i seemed to be having some trouble with certain textures not appearing, like the fence textures, the disco floor, and the colored towers. maybe it was zdl, idk. (using crispy doom) is this wad a commentary on the prevalence of modified color palettes in wads?
  6. mapper of the year - antares031 most promising newcomer - bridgeburner +struggle: antaresian legacy +under a freezing sea +rekkr +deathless
  7. Ponqo

    Outpost Alpha: A Vanilla Doom Map

    Wow, this level has the coolest effects and visuals I have ever witnessed in the vanilla doom engine, seriously. I wish I could have finished this level, but I was very turned off by the level design and monster placement. The level is much too restrictive with movement, more so than the beginning of sunder sunlust map29, and only seemed to get worse as the level progressed. After making it to the first room with the archviles, I quit out of frustration. It is likely my fault for starting with ultraviolence, but I believe this map has poor balance and flow even if I had the skill. I did not have much fun from what I had played and likely will not continue until I try again on hurt me plenty. Sorry : (
  8. Ponqo

    Control Tower (3 map doom 1 wad)

    This wad is 1994 as heck, and I like it! E1M1 is brutal, and plays a lot like END1.wad. I found it to be a more dominant strategy to camp the staircase next to spawn rather than play it in a more interesting way but that's minor. The rest of the map was good doom fun. the other two maps are pretty abstract but appreciated! this feels like wads i've played from old cd compilations, and i say this in the good way. It's so refreshing to play wads from a bygone era where map creators had a more "happy-go-lucky" attitude when creating maps. Relaxing. I gotta look at more of your stuff. keep it up!
  9. Ponqo

    Commissioning mods?

    can i commission "btsx the way memfis would've"
  10. Ponqo

    The Official 'Trying to Find a Specific WAD' Thread

    oh... thats not at all what i was expecting. i thought it was a map like btsx e2 map20 with a murky green sky.
  11. Ponqo

    The Official 'Trying to Find a Specific WAD' Thread

    it was a reply to an unrelated post on /vr/ with no context besides the filename "3_fucking_pixels.png"
  12. Ponqo

    The Official 'Trying to Find a Specific WAD' Thread

    what wad is this? someone posted this in a forum and it looks like a really cool vanilla wad.
  13. these levels are pretty cool! can't wait until the other episodes are released, however- why upload them to idgames now if it is only the first two episodes of a complete or larger wad? it just seems weird finalizing everything before the rest of the levels are done.
  14. Ponqo

    Dimension of the Boomed

    this lighting is wicked
  15. Ponqo

    Any awesome Co-op Megawads?

    Speed of Doom!
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