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Albertoni

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Posts posted by Albertoni


  1. an_mutt said:

    Albertoni - The opening of this map [...]

    Well, thank you very much. I've been away for a while, half because of real life and half burned out thanks to Shrooms 2 (which I got 2 professional voice actors for, woo).

    I'll try and work more on the aesthetics of the post-teleport hub areas, yeah. I've got a few ideas actually.

    As for the balancing, well, my intention was making something interesting both for gameplay with carryovers and pistol start. Yes, it's a balancing rope act and I fear that the start of the map is not the best, specially if people try to kill the arachno before going into the cave. I see your point for the ship area and I'll think on something.
    Finally, I don't understand what you mean by the final area being isolated, however. It does follow the duality theme.

    Oh, and do you transfer your streams to Youtube or something? I find people's streaming times are never comfortable for me. >_>

    Still, thanks a whole lot! You certainly made me rethink some stuff.

    NinjaLiquidator said:

    Albertoni: Map13 It looks great. Not 'GREAT' in a stunning way, just 'great' with a lot of nice touches - the grass midtextures, teleports in main room, the tile stair-building when you press the first switch. Gameplay was ok till the last room. Challenge-oriented end with monster popup is too much for me. But again there is cool texture behind the long windows with yellow sky, for which I forgive you.

    Hah, thanks a lot. And yeah, I made a final room that's... Probably too hard. I just can't help loving those finale battles, sorry.


  2. I'm not sure what to think about the bad ending. I mean, it sounds like a pretty good ending once you get used to it.
    Also, I'm not sure how you're supposed to reach map00.

    Oh, those gray pinkies are possibly the most dangerous enemy in the wad. >_>

    Finally, just out of curiosity, are you Portuguese or Brazilian? Probably the former, much easier for an European to have had contact with Argento's movies. (Nomes de fase meio maçantes, hein...)


  3. dobu gabu maru said:

    for instance, what does a -10, 10 level even look like?

    A square map with an accurate space skybox, you're stuck in a 32x32 area and it's a damaging sector.

    Alternatively, you can make somewhat realistic small sand islands with just a few slopes. Just add a volley ball, call it Wilson and you got a Hollywood success.


  4. sincity2100 said:

    Behind the yellow key door you put a Baron, but fighting a Baron by itself in such a big room is just a waste of time. Replacing it by a hell knight would be better.

    Other than that... not a fan of the blue flat abuse, in the ceiling it's nice, but on the floor it didn't fit well. And what's up with the weird moon-thing on the ceiling of the starting room?
    It also could use a few dark parts, the light level was pretty much constant throughout.

    Angry Saint said:

    It is 95% complete, maybe it just needs some improvement with the gameplay. Let me know.

    Visually, 10/10.
    As for the gameplay, do you think it's fun to fight mancubi and barons of hell with the shotgun? Well, it's not. :P
    Seriously, you had me thinking "well, a few mancubi, a few hell knights, revenants by the dozen, a baron... And no super shotgun in sight, guess he's pulling a Doom 1 and there's no SSG in the level" right after I got the blue key.
    Were the 50+ rockets and no rocket launcher in the level intentional? Actually, looking in the editor, I found one... In a place I'd never look for. I'm not sure if I'm in the minority or majority, but I don't usually tend to look hard into the lava. Consider making it a floating block of marble or something more visually obvious.

    So, in short, great gameplay for UV with carryovers; from a pistol start it's hell, which might be what you're going for. Just gotta prune the monsters for medium and easy, consider moving the SSG somewhere earlier and you get a thumbs up from me.


  5. DoomLover234 said:

    BIGDOOR5?

    Exactly.

    TimeOfDeath said:

    e1m1mem - doom e1m1 mapping from memory

    Oh my god this idea is pure genius. It'll probably suck though.
    Edit: Yeah, there's some maps there that are... uh... Well, they kinda got the architecture right, I guess.


  6. kuchitsu said:

    For hardcore mode, try "no SUPPORT3" community project. Or "no trapped keys" community project but this is probably humanly impossible.

    You can get around that with a door texture, don't recall its exact name now :P


  7. VGA said:

    You should first try just changing that instrument to another, some simple drum thingy maybe.

    Great, tell me a program that can do that, because I've tried Finale Notepad, MidiEditor and this program with a name in French that didn't even start up, and neither could change the instrument. I'd click "apply" and nothing would happen.


  8. A friend of mine who used to transcript songs for fun like 10 years ago gave me all his files. There was one that was almost perfect for a Doom map, but there's some giant snare abuse.

    Basically, this is the file, and you can hear the problem easily.
    https://www.dropbox.com/s/indr1kqcc1d3nkj/raimundos_eu_quero_ver_o_oco%20-%20editar%20batida.mid?dl=1
    Can you remove some (or all, I trust the good judgement of you guys!) of the snares so it's more palatable for a map soundtrack?

    Alternatively, what free MIDI editor would you guys recommend to me? I imagine it's not very hard to edit, but I can't find an editor that makes sense to me.
    (Also, sorry if this is in the wrong forum >_>)


  9. You do whatever you want, if you want to record both then go for it, if you just want to record the nightmare one that's fine too.

    Since you mentioned cool things you see, there's a few easter eggs, by the way. A "special" ledge in MAP03 that has a secret message if you get there and a 1/66 chance upon map start of spawning a BFG, while MAP04 has a unmarked secret that you absolutely won't miss in the Nightmare run and a top secret message that honestly, I never expected anyone to find without me telling them it exists.


  10. Well, if I can do a special request...

    See, I've made this wad: https://www.doomworld.com/vb/wads-mods/74283-shrooms-wad-babys-first-wad-preview-released/

    It's not long, you can speedrun through it in 15 minutes or so.
    Thing is, it's made to be played on Nightmare on a second playthrough, but hell if I can find someone here who's willing to do that and tell me how it was. If you're willing to give it a try, I'd be grateful. You even get the true ending when you do that. Think you're up to it?

    Spoiler

    Protip: Save the BFG for arch-viles.

    It's not a troll wad, it's not a joke wad, but it's certainly a departure from usual.
    I know it kinda sucks, specially MAP01 as it was literally my first map in 10 years or so. So please, reserve your judgement for the second and third maps.

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