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About rdwpa

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  1. rdwpa

    Cyberdoom A origenes

    Tips: 1) Read the New to Posting Maps guide. At the very least, people want in-game screenshots and a brief description of what the file is, including the targeted port (GZDoom?). 2) You are sharing a 100 MB wad file, which is a lot. I'd suggest bundling it in a .zip or .rar using a program like WinZip or WinRAR, which can be downloaded for free online. (The OP might not be fluent in English, as this is the third time that something of this sort has been posted over the years, in spite of advice. So it would be helpful if someone can provide a suitable translation, including a few things from that guide.)
  2. rdwpa

    Sandy Petersen Interview (w/ Mahmut Saral)

    That explains some of his texturing.
  3. rdwpa

    Spiderfight! Very short single level WAD

    I'm not sure what the nuances were meant to be as one can just do what I do in the video below, and when playing the encounter a variety of ways to try to better understand it, I didn't run into any problems at all. The mechanical demands of the encounter (basically 'what you do' while it is happening) are also not very interesting. But the mechanic is really cool, and can be repurposed for other types of encounters. A variation I'd enjoy is 3x more of those cover sections, and equidistant gaps between all, but also a 'real fight' taking place on the exterior instead of just those four revs. The idea would be to fight those monsters while also having to hide consistently from the MM -- i.e. to prevent it from firing and eroding the cover and making hiding from it even tougher, etc. You'd want to use mostly low-tiers as roamers, and restrict mid-tiers to positions where they can't easily hit the MM. Also, I think your assumptions about players' intuitions won't hold. That bosses are immune to splash damage looms large in people's minds, and will tend to make people much less inclined to use the rocket launcher against cybs/MMs when given another viable choice.
  4. rdwpa

    Experiencing Nirvana demos [-complevel 9]

    Map 32 UV-Max in 1:17 en32-117.zip
  5. rdwpa

    Miscellaneous demos (part 3)

    Awesome map! Thanks for the max.
  6. Iirc the Valiant versions on idgames and DSDA are different, so try the other one.
  7. This revenant turret behind the green armor has a health bonus on it.
  8. rdwpa

    Miscellaneous demos (part 3)

    Violence Map 02 UV-Max in 1:29. Quick touch-up of a demo from 2016, since the set was uploaded to DSDA on YouTube. vi02-129.zip
  9. rdwpa

    Seeing Blue - Single Map! v1B

    That is a beautiful liquid flat. Welcome to the world of non-speedmapping. The layout and map design are decent. I agree with Fonze in that the map feels like it is quite cautious with thing balance and monster placement -- it is very ascetic, in a way, quite by the book. If you do want to spice it up, an earlier RL is of course one possible alternative, although a dozen or so alternatives came to mind, so I wouldn't prescribe any specific approaches. Some misc talking points: - I noticed that your monster conveyors don't loop. This means that if a destination gets blocked, the map won't be maxable. I had that happen to me in the chainsaw area because I pressed the switch to get the chainsaw instead of killing everything in the room with the pistol, which is the more natural way for me to play that. - I was hesitant to use the rocket launcher with gusto in the final area, because I had no idea if a monster would spawn in my face at an unmarked teleport destination, and given the staging, it felt to me as if it might have been a multi-wave fight. - I did like the secret implementation. One potential downside of the shell secret is that people who don't find the secret that it is a front for will likely consider it dumb. It can also reduce incentives for future secret hunting. But they are alright. The green armor jump is quirky (that taunting stimpack) and clever and reliably technical; the radsuit secret has a good use. - At the blue key, initially I thought 'this could use more monsters', but I suppose you are playing psychological games and want to tempt fleeing (from essentially nothing) into the crushers, and that is clever. The initially ominous look of it is cool as well. Really screams 'this has to be a trap!' And it is. Just not the one you expect. - Lifts can run the risk of being awkward for flow if you have to ride too many of them in a short span. It is probably borderline approaching that here, although not horrible or anything.
  10. rdwpa

    Outpost Alpha: A Vanilla Doom Map

    Please send a download link from whatever alternate timestream you are in!
  11. Just about anything else.
  12. rdwpa

    Doomworld Mega Project Series Demos

    DMP2012 Map 14 UV-Max in 6:13 mp14-613.zip
  13. rdwpa

    remove the "File reviews" panel

    For the last couple of days, the reviews section has been a circlepoop headed by someone who posts acerbic stuff like this: And also, by their own admission, seeks out bad wads in the first place, obviously just to pillory them: Normally it isn't this bad, but it rarely is worth paying any attention to. I do appreciate people like NIH, Agent6, and Gallileo who put effort into their reviews, as well as those who manage to post pithier reviews that are informative in some way. Anyway, have a poem: Too many Dead Simple monsters. Breaks [obscure gameplay mod]. Ten revs? Slaughterfest! Only beatable by a Doomgod. Why do they upload this tripe to the file archive? Crashes Doomsday on load, zero out of five.
  14. All of those can be done with stock textures. Caco Bell is a recent example of a fast-food restaurant. Even an adult bar is doable -- imagine a stage, sector detail chairs, and a 'stripper pole' made from one of Doom's silver-colored textures. The monsters don't belong? Nah, that is a perfect spot for some hot archvile action.