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Killer5

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Everything posted by Killer5

  1. Killer5

    MAYhem 2018 - Purple Version!

    I have no idea which version of map03 is in the compilation. But that slow lowering bug should already be fixed in the latest version of map03. I'll just remove the timers at the start and that wall that is raised later in the map in multiplayer.
  2. Tbh I am a fan of: itytd - easy hntr - normal hmp - hard uv - enter your preferred nightmare replacement (basically you will die and not have fun if you play this difficulty blind) nm - blank I get a lot of replay value from my maps doing this. This list will change if nm is actually possible.
  3. Killer5

    MAYhem 2018 - Purple Version!

    Since I made a poc demo for last year's Mayhem I decided to add the one I made for someone in the jom discord to the op for Tesseract.
  4. Not map18 so much.. but there is an area in map27 that I noclipped out of the first time I was there. It like an arena fight then eventually you have to shoot a wall to leave the area. Had absolutely no clue I had to shoot a wall to leave.
  5. Miasma, Stardate 20x7, Slaughterfest 2012/3, Toilet Of The Gods, Cryogenics, Sunder, Sunlust, Dimensions, Combat Shock 2
  6. Killer5

    Your pet peeves for what people do in doom

    Really only get annoyed a lot now-a-days when powerups are placed on teleports and I miss the powerups because I teleport before grabbing em. Also I wish people didn't call the invis sphere the worst powerup in the game. It makes fighting everything, especially mancs and cybs, a lot more fun.
  7. Killer5

    MAYhem 2018 - Purple Version!

    @Obsidian Updated the op for Tesseract with an updated version that fixes slow scroller issue. Includes other updates viewable in txt included with wad. v05 should be the final version unless another bug appears that needs to be fixed.
  8. @antares031 On map11 you can press the resurrector switches from here and skip however you are supposed to access the ability to press them (can do this for both switches):
  9. I played map01. It was a lot of fun! I had two observations: 1. The secret fight in the curved island to the south. It was incredibly annoying dealing with getting stuck against the impassible lines. I would rather just fall into an inescapable pit on uv and have a tp back up on lower difficulties. 2. This glide is incredibly obvious and easy: I guess you can also perform a south unguided glide out of the initial area into the room where I took the screenshot above from looking at the screenshot.
  10. Killer5

    MAYhem 2018 - Purple Version!

    @Roofi @BioRenegat It is most likely due to the extremely small line controlling that scrolling floor. If yall are playing in something other than prboom+, like eternity, the voodoo doll will take an Eternity (:P) to reach the lines. I remember this problem from reading the Stardate 20x6 dwmc thread. The version should be updated anyways if we are expecting coop support because I am pretty sure that the multiplayer ports will also be affected.
  11. Killer5

    MAYhem 2018 - Purple Version!

    Updated my op for Tesseract with a new version. I am not sure why stuff didnt lower but lines in that area are now much more difficult to skip. Updated some other things. Changelog included with wad.
  12. Killer5

    What improvements over Doom 2016 are you expecting?

    More than 4 players in Snapmap. I would like to have custom ctf maps with 8 players.
  13. Killer5

    MAYhem 2018 - Purple Version!

    @Obsidian Updated the original post for Tesseract with an updated version that includes all difficulties fully implemented as well as coop teleporters present.
  14. Killer5

    MAYhem 2018 - Purple Version!

    Tesseract: a map MegaBlast and I made over the past week on and off. I started over the weekend and Mega finished off his sections over the past few days. A very quirky slaughter/hard map. Download latest: https://www.dropbox.com/s/osgkn62y3aj3bw6/tesseract_v05.zip?dl=0 Download older versions: https://www.dropbox.com/s/dakbm601bcv7y8i/tesseract_v1.zip?dl=0 https://www.dropbox.com/s/c2hktqwjf4bcd8y/tesseract_v03.zip?dl=0 https://www.dropbox.com/s/x3kplisjhd25bn2/tesseract_v04.zip?dl=0 Proof of concept demo. I must state that I pressed escape once after eating a cyb rocket (thought I was dead 100%) when I created this demo for someone in the jom discord a while ago so I personally don't consider this a valid max demo (but I didn't make this for that reason anyways). I would feel guilty posting this without this disclaimer. Be sure to use v3 of the wad if you are going to watch. Link: https://www.dropbox.com/s/l95nxwc0coczqvi/tesseract_v03-cl9.lmp?dl=0
  15. Killer5

    SlaughterMAX. RC2 available!

    Uh for Map32. Do whatever it takes to remain invulnerable basically. That is all.
  16. Killer5

    Favorite Source Port?

    Don't have one specific port I like the most.. each port has a specific use case it fits. - I like crispy doom the most for vanilla/limit removing (although sometimes I use chocolate doom or dosbox). - I like prboom+ for playing boom compatible wads/recording demos for these wads. - I like gzdoom for playing wads that arent compatible with the above ports. - I like zandronum for multiplayer with friends.
  17. Killer5

    MAYhem 2018 - Orange Version!

    @Obsidian I have read some of the opinions in this thread. Is there going to be any changes to the weapons/monsters? I will need to think about stuff differently if so.
  18. Killer5

    The Blast Furnace [/idgames]

    Hello. Fun map. Your mapping style fills a place which I really enjoy tbh. Not really going to say too much sense rdwpa and loveless already provided commentary but.. I would say watch your linedef triggers. I skipped the final vile ambush without realizing it. If the player is moving south/west skipping linedefs, even slanted linedefs, is pretty easy if they are not doubled. Situate your lines so that there are two duplicate lines 16 units apart. I havent ever skipped any triggers I have setup like this. No need to slant your lines either. You can skip lines moving north/east but you will need something else to boost your speed (like a rocket jump). But I would still double them wherever possible because I basically skipped the final fight without realizing it =x. Looking forwards to more maps!
  19. Josh is a cool dude. I believe in him! It was crazy having John Romero et all pop into our streams yesterday. Got to see me die a bunch in his map :p. Seem like like nice folks. Anyways good luck Josh.
  20. Killer5

    What was the best level that you played.

    Sunder map05
  21. Killer5

    HNTR

    itytd = hntr but with 50% less damage taken and 2x ammo
  22. Killer5

    The DWmegawad Club plays: Super Mayhem 17

    Demos for maps 08 - 13 (i was streaming so you might see weirdness in the demos): https://www.dropbox.com/s/4z70dyczd3r795c/Mayhem17_8_13.zip?dl=0 Map08: A short map by Eris. Looks amazing, especially that hall leading from the initial area (dark staircase with bright waterfalls), and I really liked the berserk secret. Oh.. and the trees.. the trees were really clever. Honestly the length doesn't bother me. I really enjoy playing short maps that I can play and have a good time with. Gameplay wise I had a pretty good time. I was bummed that I was able to run back to the starting area after getting the gold key, aggroing av, rl, etc. This really trivialized the fight. I was pretty bummed out about that. Other than that it was a great map. Map09: An interesting map. I actually like the gimmick regarding the shootswitches. Also how did you run out of ammo @cannonball :P. But.. I really like maps where I can find myself in unwinnable scenarios if I screw something up so that wouldnt bother me anyways (something that is a good? thing that I took from playing old 'nes hard' games from back when I was a kid (physically) :P). I enjoyed the map tbh. No complaints about anything.. it was particularly easy the supersphere secret was a but much too I think for the final bit.. I just sorta stood around without caring about the av at all. Fun map. Map10: A very linear map where I shoot a bunch of dudes one after the other. I was particularly annoyed when I saw HKs appear when I only had a shotgun. I really don't enjoy shooting any mid tier monster except for revs or the occasional av where I have to be super careful. After paying the ammo tax I shot more dudes and eventually ended up at.. The red key area. The only damage I took here that I remember was hitscan damage.. I would have been beyond annoyed to die here (it would have been really close if I didnt get the soulsphere). Didn't really like this fight because of only threat being the few chaingunners that appeared (after they are dead you just kinda.. fool around with the rest of the monsters at your leisure). After the rk fight the map is pretty much over. The final bit of revs is nothing new in the slaughter scene so they are dealt with. But before I stop rambling about this map I need to mention the midi which was apparently created by the mapper. I thought the midi was a cover of a skyward sword desert song for the longest time.. so gg there. Overall I think crunchnut has made far better maps than this. Map11: This map.. you are supposed to be an explorer following in the footsteps of another explorer (you find the explorer's ssg later) who died looking for an artifact of power (the bfg). The aztec natives have been corrupted by the demons and are now revenants (which is why there are so many). - was the backstory I had in my head when I made this map anyways. Basically a raiders of the lost ark reference (when Indy is at that temple at the very start of the movie talking about how the explorer (forget the name) checked out.. and how he was good.. he was very very good. The zerk fight.. I just never really see many fights which require the player to use berserk so I made one. The yk fight.. originally the cacos were imps.. but ribbiks suggested the use of cacos instead for uv.. so the imps became hmp and cacos for uv. The cyb/av fight was originally 2 avs and 5 or 6 revs. I was told by multiple people that this was repetitive so I threw a cyb and an av in there. The first secret fight (in the lava area) was originally a fight for a lost version of Dimensions Map02 before I decided that I needed to make upside down platforming. Hmp and hntr have teleporters leading back up present in the lava in this area. The 2nd secret fight I drank a lot of beer and had a technicolor yawn spewing monsters in a room behind a 242 wall.. The secret fights were hinted at at the start.. you see 3 coins.. there is a secret coin.. so hopefully the player realizes that there are 3 coins to be found to unlock the secret area. Hopefully people found at least something fun here. This was the 2nd map I have completed and released (barring nonsense I normally make in my free time that no one will ever see). Map12: @Nine Inch Heels is on drugs. This map is amazing. I pinched more loafs here dealing with the wind and friction effects than all of the other maps so far combined. Sure the start is slow.. but honestly it took my health down enough to where I needed to pay attention during the slippery bits. Nothing else to talk about here really.. I enjoyed everything. Map13: An ok map. Pretty standard stuff following map12. I was able to glide out of.. some area just prior to a lift which took me up to and area with a switch that spawned cybs. I appreciated being able to punch cybs. This was a fun map.
  23. Killer5

    Impromptu Minidido (Project Thread)

    I think a winning idea is to replace all weapon sounds with the plasma from Osiris.
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