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Everything posted by Ponqo

  1. This is pretty good! the architecture is great! very impressive in scale, and the castle itself is nicely textured! reminded me of alien vendetta map11. reminiscent of classic doom levels from the 90's, and i mean that in an endearing way. gameplay is not very challenging, but it's still fun.
  2. Ponqo

    Post your favorite album art.

  3. 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!
  4. 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
  5. 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
  6. Ponqo

    2018 Wad Catalog [+Updated!]

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


    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?
  8. mapper of the year - antares031 most promising newcomer - bridgeburner +struggle: antaresian legacy +under a freezing sea +rekkr +deathless
  9. 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 : (
  10. 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!
  11. Ponqo

    Commissioning mods?

    can i commission "btsx the way memfis would've"
  12. 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.
  13. 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"
  14. 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.
  15. 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.
  16. Ponqo

    Dimension of the Boomed

    this lighting is wicked
  17. Ponqo

    Any awesome Co-op Megawads?

    Speed of Doom!
  18. oh damn, didn't even know there was one in that level! thought i would have found it since i found all the other secrets. feel a little stupid now... lol. also this game is sex. totally worth the wait. WOTY
  19. thank you! also- how are you supposed to reach the super secret unmarked area in e2a3? tried rocket jumping with a speed boost power-up many times in many angles but just couldn't reach it, with the natural arch in the way.
  20. Is there a credits section anywhere? I would like to know who worked on each map. I couldn't find one in the pk3
  21. I believe i have found a bug in e1a10. this one secret is not obtainable. I checked it in doombuilder and it seems to reference an unknown script on projectile impact. Running in latest gzdoom.
  22. i was a huge fan of episode one so i'm pretty happy about this release! i tried to play it with my friend via gzdoom netplay and it actually connected, but we ran into 'out of sync' issues that rendered the game unplayable past a minute, which was a total bummer. i only tried it out because i noticed there are some DM maps in the game. the out of sync appeared to be caused by the game (we checked both of our autoloads) and I think it could possibly be related to the game using 'indeterminate features'. We tried other mods on regular doom after like final doomer and high noon drifter and had no problem. Have any of you been able to play this in netplay? If so, please let me know!
  23. final version released. fixed some minor things, added some subtle lighting changes. was considering uploading to idgames, but the rules would not permit my intended version of map03, but that is understandable. i will probably add more mirrors so this doesn't get lost to time.
  24. made a boom map based on a dream my friend had and paired it with a speedmap i made for his birthday a month earlier. its 2 maps with one epilogue map. for doom 2 tested on prboom compatibility level 9 but contains intermission text for mapinfo ports. map02 was submitted to the vinesauce contest but that version was gimped so it would be easier. this is the original. difficulty settings & coop fully implemented. thanks to mechadon for the skies and stewboy for the midis! Download Mirror Changelog: Old Versions: Screenshots:
  25. Ponqo


    that first level does not look 'ugly' at all!