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Urthar

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About Urthar

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  1. Urthar

    SIGIL - New Romero megawad for Feb 2019

    IF ROMERO CALLS EPISODES, “MEGAWADS” THEN THEY’RE CALLED MEGAWADS
  2. Urthar

    [RELEASE] Eviternity RC1

    Been looking forward to this one for a while. Let's do it!
  3. Urthar

    2018 Wad catalog

    Altazimuth made a cool thing called deltafonts for Eternity Engine which I want to incorporate into the final version of DotB. So I'm waiting for a stable release of EE that supports them.
  4. Urthar

    Sandy Petersen Interview (w/ Mahmut Saral)

    It's the thousand yard stare that terrifies me. Clearly a man who has seen things no mortal should.
  5. Sunset Over Babylon & Barons Province
  6. I did a couple of test runs, because I wasn't going to submit a 10 second demo. Blind from blue key onwards. Cat2 Map1 : dwironmanUrthUDTWiD.zip
  7. Urthar

    Post Your Doom Picture (Part 2)

    Results will vary for different sourceports, because of the custom palette. But you're welcome to rip the graphics out of DotB or BOOMQTEX and play around with them.
  8. Urthar

    Post Your Doom Picture (Part 2)

    A quick preliminary test build.
  9. Urthar

    What is the closest you've been to death?

    Being a pallbearer at my grandfather's funeral. There's something about the physical weight of a body that makes death feel very real.
  10. Urthar

    The DWmegawad Club plays: Memento Mori 2

    When I'm mapping, this this he sort of map I tend to restart from scratch because it's not really going anywhere. There's some individual bits of design in here that I like, but ultimately it doesn't really gel together into anything interesting. And then the map just sort of ends. Oh well, at least it's short. Come back Worch, all is forgiven! So I guess the last map was intended as a segue into this. I don't mind ammo deprivation maps as a rule. Unfortunately, this is a health deprivation map instead, which I loathe and abhor. I guess in coop, this sort of thing works because you can just keep respawning until everything is dead, but in single player this was both frustrating and tedious to keep replaying until I scored some armour. Very glad to see the back of this one. Can't say how this map looks in software, but in GL it's bloomin' gorgeous. Imagine 'The Living End' with extra love and attention applied. Sadly the map ends all too soon. I could have happily played quite a bit more of this.
  11. Jimmy you magnificent bastard, this just might be my new favorite 'I just want to casually play some Doom' mapset. I don't know if this sky is just an artifact of playing in GZDoom. It could be read as a lake reflecting the sky, perhaps if it was darker towards the top of the image. Additionally, I modified my copy of Argent to reflect the Dehacked changes to the Mastermind, (which Argent seemed to overwrite regardless of load order.) I don't know how you feel about mod compatibility, but I imagine a bit of decorate code would alleviate the need to do that.
  12. Urthar

    The DWmegawad Club plays: Memento Mori 2

    Back to exploration and puzzle solving. The map is quite good at creating the impression of being just below the surface of some forgotten metropolis. Visually it lacks consistancy, varying wildly from highly worked little niches such as the above image, to barely defined sprawling areas, including both semi-realistic depictions and surreal abstract spaces. Still it's a 90's map made with 90's tools so you can't really complain too much. I'm glad I'm playing with Argent's upgraded arsenal, because dealing with the increasing numbers of mid-tier opposition could get a bit tiresome with just the chaingun and shotguns to rely on. There's some rockets to speed things up a bit now and then, but you'll still be reaching for the chainsaw occassionally to conserve ammo. Still it all sort of works, and there's no shortage of secrets to discover.
  13. Urthar

    The DWmegawad Club plays: Memento Mori 2

    There's some narrow little corridors here and there, and some awkward obstructions, but this feels surprisngly like a modern map with a focus on combat and a lot of interconnected areas that over look into each other. Resources seem fairly generous, (with the exception of rockets,) which is just as well since there's a lot incoming fire and damaging liquids to deal with. It's a fun map, I like it.
  14. Urthar

    The DWmegawad Club plays: Memento Mori 2

    I quite like the use of light and shadow as elements of gameplay, and this map includes a fair ammount of it. I also admire the creativity of the map in general terms, which features quite a few mechanisms that you don't run across so much these days, and keeps things interesting. There's some quite strong Doom II vibes going on here, and while the map is happy to dump you into jeopardy on several occassions, it all feels like it's done with a degree of flair and fairness. On the whole, it's a fun ride. A damaging opening followed by a degree of resource scarity makes this map tougher than you might otherwise expect. I definitely felt wanting for a rocket launcher at times, but opposition generally remained light enough that it wasn't too much of a chore to deal with. The Baron usage is interesting in that it possibly feels as if we are being invited to dodge or evade them, rather than use precious ammo to cut them down. On the whole the map feels roughly hewn and lacking finese, but it manages to throw off expectations and deliver a few nasty surprises. I love this malfunctioning door, I could play with it for hours, which is just as well since we'll be traversing back and forth across this map quite a lot. Thankfully, there's always something new each time, and some neat secrets to find. The rocket launcher finally makes an apperance, but ammo for it is quite limited so I elected to upgrade my shotgun instead when I found a backpack. On the whole this is an elegantly crafted level, which makes me curious to see what other things David Kuykendall might have worked on.
  15. Urthar

    Why the first 3 maps of Plutonia are so bad?

    The only relevant information I can find on the wiki is the following: Were these 3 maps created first, before the Casali's got into their stride? Were they build last by burnout creators? Is it the case that some players (such as myself) only become acclimatised to Plutonia once they've reached MAP04? I don't really know. The only objective thing I can remark upon is that they contain a lot of dick moves for an opening set of maps, and that in high resolution they look pretty rushed and janky (at 320x200, like a lot of Plutonia they're sort of passable.)
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