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NaZa

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Everything posted by NaZa

  1. NaZa

    Liking posts

    How I like posts: Soulsphere: Like, nothing too exciting but worth one nonetheless. Invulnerability: Aargh, great stuff and I'm jealous of it. Megasphere: Cool stuff, really awesome post! Invisibility: This is new to me, I learned something new!
  2. NaZa

    The King of IronCamel Doom Tournament #1

    Another unofficial demo entry (needless to say I would participate if I had a streaming setup). I got to E1M7 before dying to what I presume was a Cyberdemon. Was going on pretty good pace too. I stumbled upon the secret level by accident and lucked out of it barely getting to E1M4! This was a fully blind run (I did read RjY's writeup before going in, but didn't really help my play). I am especially satisfied with my run of E1M9; I'm still not quite sure how I stayed alive there! My heart was going 160 at least. I think I was faster than Alfonzo in reaching E1M7 but I know it's an unofficial entry. I'm satisfied! ironcamel-1_naza_unofficial.zip
  3. NaZa

    Post your Doom video! [but don't quote video]

    I swear the resolution is better than the thumbnail. RIP YT encoding at that right wall. This is one gigantic map. It's not even as long as it seems, but it just goes on and on. It's really nicely laid out and I really don't know how it didn't break the visplane limits. Very clever design by the author. The only odd design choice was the Spider Mastermind hallway where only two can actually attack but that might have been a part of the design. Gameplay is incredibly tense at the start (as I demonstrated) but it's nothing too bad. I think I missed a monster or two - this was recorded a long time ago. Nevertheless, it's a really fun map. The subway bit was a bit boring with all the enemies and it's pretty confusing at times as to where to go, but it's all in good measure. Also the music is fantastic.
  4. Would've loved to participate for longer but I had severe problems with my connection (my movement was incredibly wonky and unplayable)... Too bad as I've missed out on a couple of these and wanted to get back into the habit of TNS'ing.
  5. NaZa

    Lets talk Doom 2!

    I was thinking the former. moving around anywhere in the map, as that's probably easy to find out through a demo and exe, but caged imps and such would be very difficult to factor now that I think about it. Your idea about the immediate vicinity works much better (especially after I read the explanation), but I am not sure how that could be calculated.
  6. NaZa

    Lets talk Doom 2!

    ^^ That thread you linked got me thinking, could the same be done with counting the number of active monsters at the time, and not just the number of monsters drawn?
  7. Good luck guys, I'm sure you'll do great. What's the map goal here? It's worded as if it's 32 but surely that's impossible in 48 hours?
  8. NaZa

    1 Monster Megawad

    I really can't say too many bad things about it as it is the first major project to grasp upon the idea of using only one monster type in the entire map, however the final product isn't one of the greater megaWADs, even though it was one of the first I ever downloaded (read: downloaded megaWADs from /idgames in alphabetical order). The best maps for me were MAP12 and MAP15, especially the music. Both of those maps manage to utilize their chosen monster, Baron (yes!) and Spectre (which are really lackluster in normal combat, to be fair) to a great extent in creating tense, yet fair encounters. Both of those map also have nice visuals. MAP19: Cacophony is pretty much the most infamous map in the set due to its monster length and difficulty, and I'm really torn on it, because a part of me really likes the map due to its glaring visuals and an incredible sense of place combined with the growing tension of the Cacos, but another part of me thinks it's just an incredibly boring map that just pulls out right at the end. If I was asked do I like it, I probably would say yes anyway. Some maps were incredibly lacking as well, mainly the following: MAP05 utilizes the demon pretty nicely at the start, but the ending part is just hilariously bad and funny. There's really no fear going through you as you kill demons with barrels, crushers or weaponry and it's just so boring. All the imp levels (MAP02, 04, 06) MAP23 with the archviles was not really boring but more incredibly underwhelming. It's an archvile yet the level is just a Jodwin level with enemies replaced by archies. I do like the fact that MAP06: Claws of the Imp was made by Impclaw. Overall, really a mixed bag (leaning more towards the good side for me), but it's got some sort of value due to its type and some of the levels are incredibly solid as well. Still, I wouldn't recommend it as a must-play.
  9. NaZa

    The DWIronman League dies to: Rush

    Oh damn RjY that's a bad way to die but great job on surviving at least!. Those two are kinda tricky. I'd have hoped that, in your practice, you'd discover how cheesable the MAP08 final cyberdemons are and there's really no reason to fear them - so you really could've used the invul here.
  10. NaZa

    Post Your Doom Picture (Part 2)

    I can very clearly see Romero in there.
  11. I know that none of my projects really worked. Apocalypso and Trace of Plague deserve to be drowned and forgotten about. The Lord Project started swell, but I didn't want a WAD that's technically vanilla but ZDoom. Journey to Despair started well but midway through MAP03 I forgot about Doom for about two months and never came back to finish it. Abhorrence was the most complete WAD I started (3 maps fully completed) but again, midway thru a map, this time MAP04, I lost inspiration. Now, I vow I won't let this one become unfinished. Megawad projects, especially one-man, are extremely ambitious, I know. And extremely inconsistent in some cases. However, this time I feel like I have enough experience, enough inspiration and enough motivation to make this one to the end. It's vanilla so it's kinda difficult to look out for all the overflows and such, but I'm enjoying making every area in any map and that's what counts. So I present: Misjudged Massacre. It will be a full 32 level megawad. It won't be a very difficult WAD, kinda Hell Revealed tier. The first few maps won't be very difficult but around MAP07 or so things will change a lot and will gradually (!) get more difficult. It will use Duke3D music almost exclusively (apart from the title) because there's some nice gems, but people constantly overlook Duke3D as grabbag.mid is the only .mid associating them with Duke3D. I want to show that that game had many good .mid files that do fit in Doom. (you probably know about Plasma and Ah, Geez already). The progression that the maps will follow isn't a copy of BASE CITY HELL. The maps will be split into two episodes - Earth and Moon. No Hell, not yet. There will be no gameplay changes. The texture pack will be cc4-tex.wad, obviously... STORY: CHANGELOG: SCREENSHOTS:
  12. Now that you say it, there really isn't a lot of high variation in these shots. There's some height transition between areas but it is rather minimal. I'll focus on improving that as well over time but that's not my top priority.
  13. NaZa

    Post Your Doom Picture (Part 2)

    @Crunchynut44 Yeah, I think I told you that back when we were discussing the project. I'm not sure, though. Great pallette, the fist is a lil' washed out but excellent nonetheless.
  14. NaZa

    The DWIronman League dies to: Rush

    I think HexaDoken said that he wouldn't want to participate in the Keyboard Kup. But maybe he changed his mind.
  15. NaZa

    The King of IronCamel Doom Tournament #1

    Maybe I'll have a shot at surviving these at least. EDIT: Oh dammit, one needs to stream. Welp, I don't have a streamong setup. Too bad.
  16. NaZa

    Post Your Doom Picture (Part 2)

    After a longer break, continued work on MAP04 of Misjudged Massacre: Earth. Excuse the reddish tint in the first screenshot; I've gone a bit berserk. (vanilla stuff makes it more difficult for visplanes)
  17. NaZa

    The DWIronman League dies to: Rush

    As always, played the demo back for this scene. Guy must've been ecstatic! He looks very satisfied with his work, at least. I can't say the same. My best showing yet, apparently. Even though I don't like slaughter WADs much, this was a blast, especially on HMP, but it proved too much at the end. Category 1, MAP03 - MAP09 - MAP11 UV - Even on MAP02 this was proving to be quite a difficult one. MAP01 was quite off-putting in terms of difficulty, relatively easy. On par with the most difficult levels of Mapgame and DTWID. However MAP02 wastes no action and puts you in medias res immediately and doesn't give up. The end was a bit cheesable with the Cybie but overall a nice showing. Then MAP03 happened, and... well, I chose plasma over rockets and you can see how that ended up. Overpowered to say the least. HMP - I don't know what happened to me. With no false modesty, this was an incredible run I've had. I've almost never felt threatened, and after building up my arsenal I've managed to do quite well. MAP03 was a bit of a trainwreck near the end, and MAP06 took me 10 minutes to realize what do I have to do. Alfonzo, I really want you to see how I ultra-cheesed the ending of MAP08. You'll certainly like that, I can assure you. After such a boost of confidence, lost it midway through MAP09 because it was very apparent I was getting tired and I couldn't dodge Hell Knight fireballs so efficiently anymore. Too bad. HNTR - Back to the NaZa who doesn't seem to be able to have a lot of luck. MAP10 was pretty alright, I've really put a lot of effort into surviving it. Then MAP11 came, and after killing ~60% of the enemies at the start of the map, I got lulled into a false sense of security and that certainly didn't help as I've had 4 HP and 5 armor for about a minute. I never really recovered and near the end I was just so tired I relied too much on BFG tracers. Mancubus certainly didn't like that so he killed me once and for all. Excellent set, really fun so far. HMP is right up my alley with what I can survive at most. I'll definitely be giving this a casual playthrough later. @Archi you've done a phenomenal job with balancing out the gameplay for various difficulties, all while the maps are pleasant to look at. Great stuff! dwironman_jun18_rush_naza.zip
  18. NaZa

    The DWIronman League dies to: Rush

    Eleven months since the last true familiar WAD. All the rest were unknown to me, and this one is too. I hope next month might be something I'm familiar with. I'll do my run on Sunday.
  19. NaZa

    The DWIronman League dies to: Double Impact

    Waiting for @Demon of the Well, @RjY, @WH-Wilou84 in hopes they might mix the table up a bit. In unrelated news, decided to have another unofficial go without going for the blue key in E1M3... got to E1M5... I could've been up there. Now I'm overloaded with regrets!
  20. NaZa

    The DWIronman League dies to: Double Impact

    That must suck. I don't have the best connection myself so I know how it feels. Although, I didn't mean it in a way that implies only the regulars join in - any regular Ironman who's also appeared in a couple of TNS-es would join in.
  21. NaZa

    The DWIronman League dies to: Double Impact

    no need to :P
  22. NaZa

    The DWIronman League dies to: Double Impact

    I'd so love if there was a TNSBowl, comprised of people who hop on TNS sessions. I mean, there would be no need to guess the winner each month, but the battle for the other places would be fun! :)
  23. NaZa

    The DWIronman League dies to: Double Impact

    I don't mind the board not being updated - my run looks fairly solid like this :D (on the updated board it'd be near the bottom)...
  24. I started mapping for Duke before I did for Doom, so...
  25. Yes, unfortunately. Eagle Speedmapping Session 11 will be the final Eagle Speedmapping Session. As with last time, the session will be run for 48 h because I misjudged the timing!, so one can begin speedmapping and submit their map whenever they feel comfortable. I would like that everyone uses 4 hours for their speedmapping. You can start whenever in the 24 hours, as long as you finish until 30 minutes after the session formally ends. You know the rest of the rules, Boom format, external resources should either be imported or mentioned where they're from. Since this is the last session, I might do some theme refining: give three major themes (etc mineshaft, ship, church) but also three restrictions, and anyone mapping for their major theme can do all or any restriction. I'll still think more about it and see what fits; if I find I can't really do that, I will scrap that and return to the 3-theme format in time. https://discord.gg/2eDbEAa DISCORD LINK DATE AND TIME: May 13th, 1 PM GMT - May 14th, 1 PM GMT <-- THIS IS HOW IT SHOULD'VE BEEN, I've mistakenly started it a day early. I hope most of the Eagle mappers come by for the last one, so we have a nice reunion at the end. I would like to thank everybody who participated in these sessions. I've personally had a great time holding them and I loved the turnout. Even when we got 3 maps, I was happy that people didn't lose faith. I was happy when mapping newbies would come by and contribute a map, it made me remember my ASS maps. I managed to fulfill my goal - in some way, I've brought speedmapping back into Doomworld, and I'm extremely proud of it. When I saw Abyssal return, that was really nice, as a regular session also returned. Thank you all who've participated: @Pinchy, @Walter confetti, @Surreily, @Forli, @bonnie, @everennui, @Suitepee, @Breezeep, @therektafire, @Spie812, @A2Rob, @bzzrak, @dl_simc, @StormCatcher.77, @bioshockfan90, @NoisyVelvet, @NeedHealth, @elmle, @NuclearPotato, @NecrumWarrior, @antares031, @Philnemba, @NEANDERTHAL, @Scotty, @AnonimVio, @Big Ol Billy and @Solarn. Thank you all for being part in here. If I have helped you in any way with these sessions, I am extremely happy because of it. You guys also made me understand leadership more and my duties, I've also in some way found out things through these sessions. Thank you. THEMES - moving architecture - for instance rising stairs, lowering walls, doors closing and changing the environment - interlocked areas - use windows and openings to create a sense of a very nicely interlocked level - health/ammo only at the start - like MAP19 of Hell Revealed, give full health/armor/ammo to the player at the start and no more until the end of the map.
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