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Btyb88

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Everything posted by Btyb88

  1. Btyb88

    Scrap it or push through

    This is exactly what I need to learn to do. I'll think of one cool idea and throw it together real quick. Usually what happens is it doesn't turn out exactly how I pictured it so I scrap it. I probably have hundreds and hundreds of maps sitting around because even if my idea works as intended I hit a road block, lose interest in the current map, and convince myself I'll come back to it later but I never do.
  2. Btyb88

    Scrap it or push through

    I definitely tend to throw more away early on as opposed to later on. My problem is I'm too much of a "perfectionist" and rarely get that far enough into making map. When I do though, it makes me feel that much more accomplished.
  3. Btyb88

    Favorite Doom Midi and why?

    E1M9 and E3M8 for action, E2M6 for atmosphere. E2M1 is also good. I'd argue better than E1M1.
  4. Trying to make a longer, less monster dense snow map to help show off my Boom monster mod
  5. Btyb88

    Preferred WAD difficulty style?

    Well-made slaughter maps or any map that assumes you will die the first time. Some of my favorite moments are replaying the same Sunder map/fight multiple times having to figure out the best strategy. Of course if the map is just 100 Cyberdemons in a 512 square room, that ain't fun.
  6. Like mentioned before, I don't have the time to replay the same parts of a map over and over that I've already beaten. I'm more concerned with beating the individual fights/arenas of a map. If I have the time and am able to do a deathless run, that's a bonus.
  7. My thought when making this was, you have rogue-like FPS games but the combat always seems really basic and boring, at least to me. So I'm trying to really nail down Doom-style encounters and gameplay but with enough RL elements to make it very replayable.
  8. I always love a good berserk-focused map. Heres my FDA, UV
  9. Just to make sure I don't mislead anyone, this won't be turn based. The grid style is just a byproduct of how the map has to be set up. Or I misinterpreted what you meant in which case my bad!
  10. Same. I also played a lot of Nuclear Throne at one point and thought it would be cool to try and replicate that in Doom.
  11. Btyb88

    What is your favorite demon (and version of it) ?

    Definitely the classic Archvile. As frustrating as they can be, they add a lot of depth to the battle (when used appropriately)
  12. A dark, flashing slaughter map. I'm starting to go overboard with the lighting effects but I can't help it!
  13. Btyb88

    Rad Rocket (Doom Mod/Total Conversion)

    Damn, I really like the art style of this. Good luck with it!
  14. Finally finished on UV. Most definitely one of, if not, my favorite wads. I think every level is genius, especially the secret fights on map06. I was grinning a lot with that one.
  15. Btyb88

    Your doom head-canons?

    I actually thought the same thing as I kid!
  16. Only half way through but damn this is one of my favorite wads so far. I always love your optional fights you put in your maps.
  17. Btyb88

    Supplice - Out now on Steam!

    Sorry if anyone said this already, but I found a bug with the minigun. If placed in a door and the door closes, the turret will disappear, at least in the one instance, it did for me.
  18. I tried opening the .deh myself but it kept crashing on me. Might be something wrong on my end? I have had numerous times where my stuff seemingly stops working, only to be fine if I redo everything in a new file. Could be worth a try?
  19. I'm pretty sure it has to do with a combination of melee range and skullattack. The skullattack puts the monster in melee range which then attempts to melee attack again, repeating the cycle without actually attacking. This is at least a problem I've run into before that might be the issue here.
  20. More commercial games made with gzdoom? Yes, please!
  21. Btyb88

    WackEd Damage Query

    For the most part, no. iirc the only thing in vanilla doom it would effect on a monster is the damage a Lost Soul does. Someone correct me if I'm missing something.
  22. While it does get a little repetitive, I do really like ideas like this (I actually have a map that starts similar to this!). One thing though:
  23. Thanks for the feedback! I suppose one of my issues when making maps is the difficulty balance. I always balance it around my own skill level and what I'm expecting out of the map, in this case UV that was very punishing but (imo) still enjoyable. From there I tweaked the lower difficulties just enough so that I was able to beat the map in fewer tries. I completely see where you are coming from though. My original thought was to completely re-work the fights for each difficulty so each one played differently, but I kind of gave up on that and went for the traditional "a little less monsters, a little more health" route.
  24. Thanks for the review! Can you tell me what platforms ended up being broken? I thought I ironed all those out but I guess not. While I'm not the biggest Doom platformer either, I figured in a small map like this it was a decent way of squeezing more out of the geometry. But your comment is noted!
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