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Pinchy

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Everything posted by Pinchy

  1. Pinchy

    The Alfonzone

    Enter the dimension of fragmented memories, where stories are currency, the more unique the better. The dark city streets, deadly old mansions and rusting industrial centers are just a front for more sinister purposes exploiting the local populous. Popular retreats include abandoned beaches and the rusting hulk of an ancient soviet terror. If the unforgiving frozen fortresses or hells domain where ancient magic is woven into the stone itself don't make you lose your mind, there's always the poisonous jungles for those who seek to harvest the dank. High tech computational wonders, the dangerous and funky machinery of space and a hope for the future lie ahead, off the shores of doomworld itself and into the unknown. The Alfonzone contains 50 levels divided into 10 episodes with unique themes inspired by Alfonzos speedmidis. Some of the music replacements are still being worked on and it is the request of the developers that they remain exclusive to this project for now. Current maps with placeholder midis as the replacements are being worked on: 30 - Evil on Parade 38 - Flip the Switch 42 - Wheezer 44 - Aerial Tombs 47 - Redback Features - 62 maps: 49 playable, 1 cinematic, 10 intermissions, an episode selection hub and ending map - The new fangled Zoontex by based James "Jimmy" Paddock! - Artwork by Kurashiki! WAN! - New textures by Fuzzball! (Map 43 Floaty Light and some of Map 46 One Bookmark, exclusive for now) Source Ports (used for development and testing) Recommended GZdoom Version GZDoom v3.5.1, [Open GL, Default install, texture filtering off] Minimum(discontinued): Zdoom Version 2.8.1, [Default install] Currently there are no demos recorded, so if you fancy making one I'll add it in IWAD: Doom 2 Music: Augustus "Alfonzo" Knezevich Gameplay: Single player. Co-op is built for but untested Difficulty Settings: Yes Build Time: 1000 hours Map settings: Jumping required, crouching enabled, freelook optional, infinite actor height disabled, coop teleporter frag disabled MIDIs composed for use with Microsoft GS Wavetable Synth Download Version 1.04 Fixes Map05 - Added skill 1 and 2 flags to the teleporter on the staircase Map08 - Switch added under the shotgun elevator Map29 - Technical adjustments for secrets Map30 - Midtex wrapping not displaying as expected Map38 - The exit now opens automatically, much faster and cannot be triggered from above Map39 - Exit trigger tweaked to ensure 100% kills Changes All maps where possible - Item and key triggers changed to custom decorate actors to make sure they always activate Minor WADINFO updates Unused graphics and code removed Additions Par times added (previously were rough max times) Jazzy city is now jazzier and brought friends BRIKWORX advertisement up Version number added to the text file Music Updates Map 07 - 047 Jesus Sandals.mid Map 14 - 013 Thrummingbird.mid Map 36 - 021 Digital Bitchslap.mid Old Versions Please check back for updates and report bugs to me via private message. Media
  2. Pinchy

    DyingCamel's Demons #2

    DyingCamel's Demons #2 is a community project consisting of 15 maps submitted by the regulars of DyingCamel's Twitch stream https://www.twitch.tv/dyingcamel The project was open to all skill levels and is structured as a compilation so there is great variation between map types and styles. 16 maps 15 standard, 1 ending Source Port PrBoom+ IWAD: Doom 2 Difficulty Settings: Yes (varies) Download V1.00 Release DyingCamel's Demons #2 Map List 01 - Le Début De La Fin by Ndroidz 02 - Live and Let Doom by Wanderlust 03 - UAC Outpost Breach by SSCminion 04 - Gibs Chess by TheHellgenocid 05 - Roughinery by CornKing "It's clobberin' time" 06 - Scorched Earth by BoleslavLev "Feel the scars of war" 07 - Danse Macabre by BoleslavLev 08 - Conquer Another Galaxy by ChannelGorf 09 - A Happy Little Accident by Kraja "My hate boner for boom is well known and thoroughly documented" 10 - Candles Of Eight by Pinchy "Candles? More like Cand MORE" 11 - The Endless Void by AltimaMantoid "There's no light at the end here" 12 - Moonshrine by MTX1996 13 - Rocky Islands by Dubzzz 14 - Retreat by Benjogami 15 - The Rage Machine by Dubzzz 16 - The End! by Pinchy Media
  3. The STUCC Build time: 7 hours Midi: James Paddock - 30in30 - Walking Through Heck.mid Notes: Coop starts, difficulty settings, automap cleaned
  4. Pinchy

    DyingCamel's Demons #1

    DyingCamel's Demons #1 is a community project consisting of 13 maps submitted by the regulars of DyingCamel's Twitch stream https://www.twitch.tv/dyingcamel The project was open to all skill levels and is structured as a compilation so there is great variation between map types and styles. 14 maps 12 standard, 1 ending, 1 meme Source Port PrBoom+ IWAD: Doom 2 Difficulty Settings: Yes (varies) Download V1.03 Release DyingCamel's Demons #1 Map List 01 - The Demon's Den by SSCMinion 02 - Technogore by TheHellgenocid 03 - Take No Prisoners by ChannelGorf 04 - Oil Platform 05 - Salt Mine by Boleslav 06 - Stonewall by MTX1996 07 - The Unpleasant Cave by Dubzzz 08 - Barge In by Pinchy 09 - A Forlorn Outpost by Antares031 10 - Meat is Murder by Benjogami 11 - The Green Machine by Dubzzz 12 - Temple of the Thirteenth Sign by AltimaMantoid 13 - The End! by Pinchy 14 - Changelog 1.03 - Polishing of some alignment - Menu icon reset on request - Text file updated 1.02 - Polishing of some alignment - Par times for 13/14 fixed - Text file included 1.01 - M_SKULL changed to be easier to read Media
  5. Pinchy

    The Alfonzone

    Music updates and the possibility of multiplayer at some point. It's also good to have this version out for a while to get help with testing.
  6. Pinchy

    The Alfonzone

    This update polished everything up that I wanted to do so I reverted the filename as there might not be anything for a long time
  7. Pinchy

    The Alfonzone

    Version 1.04 Fixes Map05 - Added skill 1 and 2 flags to the teleporter on the staircase Map08 - Switch added under the shotgun elevator Map29 - Technical adjustments for secrets Map30 - Midtex wrapping not displaying as expected Map38 - The exit now opens automatically, much faster and cannot be triggered from above Map39 - Exit trigger tweaked to ensure 100% kills Changes All maps where possible - Item and key triggers changed to custom decorate actors to make sure they always activate Minor WADINFO updates Unused graphics and code removed Additions Par times added (previously were rough max times) Jazzy city is now jazzier and brought friends BRIKWORX advertisement up Version number added to the text file Music Updates Map 07 - 047 Jesus Sandals.mid Map 14 - 013 Thrummingbird.mid Map 36 - 021 Digital Bitchslap.mid
  8. Pinchy

    Level design tropes you use

    Always Automap cleaned Careful midi choice from something I haven't used yet Common Clean, professional look Sandbox Good opening shot that sets the scene Full use of the beastiary As little as possible shotgun grind Significant outdoor space Very few doors if any, doors open with greater ease rather than direct use Minimised lift time unless I need it intentionally slow Two word map names Building map ideas from music Taking risks Uncommon (possibly unique) Monsters placed entirely for decoration or ambience Unexpected use of "bad" textures that makes them good
  9. Pinchy

    The Alfonzone

    For bug reports, I recommend you send them to me using the forums message feature. I'm only up to map 6 as far as the 1.04 update goes, but that's only because I have been busy with other things, I will soon have a lot more time to focus on this again. Map 20: These zombiemen do release but they require you pick up all three keys and wait out a timer. I just changed this to the custom decorate triggers and reduced the timer in case mods that change keys don't use a method that keeps the same Class Name. Map 25: Similar here, the chandelier was set to refill with chaingunners on any key pickup, these have also been moved to custom decorate triggers. Thanks for these, I'll make sure to change all key triggers to maximise compatibility.
  10. Pinchy

    The Alfonzone

    Hi Firedust, thanks for your report and kind words. The only exposure this mapset had was this forum post and also one on zdoom forums. So once it falls of the first page it's pretty much gone. I've only seen a handful of people mention it since release so if you missed the streams in December it's easy to overlook. The changes I'm working on from version 1.03 to 1.04 will change the way certain things are triggered by using custom decorate items. Currently the arachnotrons are released when you pick up one of the rockets in the yellow key room at the top of the lift, this means if you have full ammo you can't release them. I've just changed this to an unavoidable area trigger. I'm close to getting back to work on this, I just have a community project to finish.
  11. For the most part quantity is unimportant as no one person will be able to play all the content that exists outside of extreme circumstances or determined life goal. If you have learned all you can from your unreleased maps you need to finish them up and put them out Fewer, higher quality releases is the way to go What I'm seeing here is that the real problem is that you start new things before others are finished. I saw this dangerous trap and developed a strong discipline to push things to the finish line hard so they get done and out there before I have time to let it sit
  12. Pinchy

    DyingCamel's Demons #1

    Archive version up: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dyincam1
  13. Pinchy

    Doomworld Omega Project 2018

    Map Name: Tarmac Beat Compatibility: GZDoom Tested in: GZDoom 3.4.1 Options: Jumping, Crouching, Freelook: On Difficulty settings: Yes Build Time: 17 hours Tools Used: GZ Doom Builder (bugfix) R3036, Slade 3 Version 3.1.1.5, Photoshop CS6 Format: GZDoom Resources: Wantodancer by HyperUltra84 (two custom textures created from this), Voxel Vehicles pack by NerdKoopa (two custom textures created from this), Adventures of Square by BigBrik (two custom textures created from this), ???'s Tree sprite (source lost, currently unknown) Notes: I've formatted my wad file so that as many textures and flats as possible are in boom format so they can be used by others in this project, (they are good general use types) Music: How_About_I_Slap_Your_Bass.mid by Jimmy Media:
  14. Pinchy

    mcdoomalds.wad - An unserious WAD

    Every time I see this stuff ';,,;'
  15. Pinchy

    Post Your Doom Picture (Part 2)

    Include materials that could be perceived as a segment of whats's being built, with a matching space to where it could go. You could remove a section of the concrete, place it on the ground and have rebar fixed within both parts at the top. You can also do similar with the metal panels at 32 x 64 chunks. The floor could have a section missing with foundation material, concrete or sand, lowered a few units in place, with some floor panels stacked around
  16. Pinchy

    Conveyor timings | PRB+ vs ZDOOM

    Try Sugar, Water Purple from Mayhem 2018 Purple and watch how the raising circular platforms differ No idea how to fix it
  17. Pinchy

    MAYhem 2018 - Orange Version!

    V0.96 - Fixed unclosed sector in the sky transfers box - Fixed node glitch near the megasphere - Secret cells at the south of the bastille now accessible with a forward run - Lower unpegged/texture fixes on the orange walkway
  18. These are entirely there to bait you towards the exit
  19. The bookcase head bonk followed by the teleport into the lava were symbolism for the fact this was a 4 hour speedmap I made with mild heatstroke
  20. Pinchy

    MAYhem 2018 - Purple Version!

    V0.97 - Cannot reach the berserk switch from the ledge now - Minor visual fixes
  21. Pinchy

    Command and Conquer: Rivals

    As someone who's main genre was RTS and main game series was C & C until Red Alert 3 all this does is hurt
  22. Pinchy

    MAYhem 2018 - Purple Version!

    V0.96 - Shuffled the items so the armour is away from the secret 10 bonuses - Closed the transparent windows, it was an early design I decided not to use anyway, the setting is based on the user as well - Fixed rock alignments in the last fight - Super Shotgun raised and lit more to improve visibility (you can get this early) - Adjusted the start room to prevent corner cheese - First exit sign removed, real one moved back a bit as I think it can be missed - Various ammo and health added to balance the start room
  23. Pinchy

    MAYhem 2018 - Orange Version!

    AESTHETICember
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