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Albertoni

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Posts posted by Albertoni


  1. It plays pretty well. I'd just like to say that the very beginning is practically impossible on Nightmare. It's almost impossible not to take damage while killing the nearby shotgunners.
    On UV, it's hard but not unfair and people are going to die a pair of times before finishing it.

    It could also use some more decoration. It doesn't looks bad, but it doesn't looks great.

    The secret was great, by the way.


  2. Caleb13 said:

    Well, this was fun to play, even though I expected something more... insane from the name (ever played The Sky May Be?). The mod is very easy, I don't think my health ever dropped below 70% (I played on UV). Again, I expected some annoying traps, something like when you're having a nightmare in which you're trying to run from something but you can't move or you end up in the the same place.

    I played in Zdoom and I noticed two instances of textures bleeding into ground in one map.


    Don't worry. The sequel is going to be much more bonkers. Not to spoil much, but I'm going for an approach that as far as I've known has never been done before. Not TSMB levels of madness, as I want to keep the gameplay original, but... Let's say it'll at least be fresh.

    And yeah, I aimed for easy, as it's easier to make a fun but easy WAD than risk swamping the player in thousands of traps and clown car teleporters. If you want a challenge, though, Nightmare is very specially tuned for a fair but harsh challenge. You even get a special ending out of it.


    Finally! For the textures, I have literally no idea how to fix them. I've tried a few things, but nothing I did would change them. I couldn't find the same problem in the support threads here as well, else I'd have tried anything suggested.


  3. an_mutt said:

    Mmm, I quite like "swamp" as a theme, although it is restrictive. I was considering "Plutonia-Congo" recently as an episode, and I think "Swamp" can be incorporated into that, perhaps?

    Frozen Hell I'm not entirely sure about, partly because it can very easily slip into 'ugly' kinds of visuals, and partly because I can't think of much that can be done to keep it 'Hell' whilst enforcing the uniqueness of being frozen over. I'm open to being persuaded, though!


    Hmm, yeah, jungle / rainforest is a theme that isn't seen enough.

    As for frozen hell, I admit it's a risky thing. Most newbie hell maps aren't too good from what I've seen, as they tend to go too wild... And this would be the same, but white and blue instead of black and red. So yeah. Nevermind, let me save the idea I had to my next solo project. :)


  4. I'd be very interested, if you guys don't plan on having a small deadline. I'm a bit of a busy person, and having a week to make a map instead of a pair of months would be a deal-breaker.

    As for themes, there's the classic "islands floating in the middle of space" that Quake 3 and Unreal Tournament so much abused.
    If you're going on a less overdone route but with some existing material, there's "frozen hell" and "swamp".


  5. @Doomkid:
    Thanks!

    @Fonze:
    Glad you've enjoyed it, man. Thanks for the ritique as well.

    Pedro VC said:

    You don't need to add TX_START and TX_END markers for each texture, you can put all of them inside a single pair of markers.

    ... Living and learning. Thanks. I did think that was dumb. >_>

    scifista42 said:

    Not quite on the level of top-tier quality jokewads, in fact the first map with its startan corridors and boxy-ness set my expectations pretty low, but the experience was good in the end, and I liked it.

    The first level was literally my first level in more than 10 years... So yeah, I agree where you're coming from. Then chatting with a betatester later on, I came to realize that having a meh first level leads to that effect and decided to keep it a bit underwhelming. Thanks though.


  6. After playing them I can honestly say they don't look so hot but at least you got the gameplay down, spending a pair of hours adding details would help immensely.
    Also, I thought the first map played better than the second... Both are good though.


    The music of MAP03 is pretty good, but I'd use it as intermission or credits music, really.


  7. Fonze, the song is Tarkus.

    gaspe said:

    Honestly MAP01 gave me a bad impression. Especially the long crate corridor, and the music. Most of the rooms are really oversized compared on how much they are populated. Why are there just 2 stealth imps at the end??
    [...]
    It would be better to rework many things on MAP01 imo. I'm also curious to see what's next :)


    Good to know that my first map in 10 years kind of sucks. :P
    Honestly though, you're right. It could use some more enemies, specially in the first battle. The two stealth imps are there exactly so you'll run face-first into them, as a sort of trap. I could add a few more but I hate stealth monsters.

    Still, while a few extra monsters will be in (specially on UV), I won't rework the geometry much before the rest of the WAD is done.

    Oh, and try Nightmare if you think you're up for a challenge. I swear it's... barely possible. *wink wink*


  8. Download from here (GZDoom recommended, ZDoom required):
    https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/shrooms


    ---

    Hey guys, long time mapper here, made my first ones around 10 years ago but never bothered to post any because they were all terrible. To be honest this one is still terrible but this time I'm not 14 anymore.

    ---

    So, what happens when Doomguy eats magical mushrooms? Murderous rampage through hell, of course.

    Features:

    • Four WHOLE levels for the price of one!
    • A very deep and insightful storyline!
    • Awesome linedef abuse! Sloped lighting without Transfer Brightness Level because I didn't know it existed!
    • Things that should never be done outside jokewads! Lime green and magenta textures side to side! Fall through a tunnel! Traps with monsters teleporting at your front!
    • Textures from more sources than you can shake a stick at! They get used once and I forget about them usually!
    • Soundtrack goes from black metal to prog rock, with awesome menu music that can make Brazilians WEEP! See by yourself!
    • A map that was comprised almost entirely of inside jokes turned into the best map of the WAD! That's magic if you ask me!
    • Not a single toilet in sight! About as many ponies as toilets! No three-headed monkeys either!
    • A hell that's not made out of fire and brimstone, for once!
    • Walk into a whale's mouth!
    • GZDoom only, unless you want to see this!
    Screenshots:
    Spoiler








    Status:
    Released. Looking for feedback.

    I use weird transition maps for the endings as I couldn't figure out how to make MAPINFO do what I want. If anyone knows how to put two endgame lumps in the same map, one from the secret and one from the normal exit, I'd love to learn how.


  9. Hey guys, I wanted to make a few timers for a wad, where for example you have to fight an horde for 60 seconds while a cover for a button raises and you can press it.

    Say I set type 41, Ceiling_RaiseByValue, to raise 160 units in 16 speed. Would that take exactly 10 seconds?

    I did test it but wasn't able to time it perfectly, so I'm afraid that for 10 seconds it will work, but then later on when I make an auto-destruct sequence with voodoo dolls and barrels with a 3 minute time, you don't get exactly 3 minutes.

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