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Everything posted by Btyb88
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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.
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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.
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E1M9 and E3M8 for action, E2M6 for atmosphere. E2M1 is also good. I'd argue better than E1M1.
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what are you working on? I wanna see your wads.
Btyb88 replied to everennui's topic in WAD Discussion
Trying to make a longer, less monster dense snow map to help show off my Boom monster mod -
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.
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Decino's video today playing the last map of stardate
Btyb88 replied to Kute's topic in Doom General
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. -
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.
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Factory Town: a vanilla map for people who like punching stuff
Btyb88 replied to Alfwin's topic in WAD Releases & Development
I always love a good berserk-focused map. Heres my FDA, UV -
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!
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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.
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What is your favorite demon (and version of it) ?
Btyb88 replied to SovereignX9's topic in Doom General
Definitely the classic Archvile. As frustrating as they can be, they add a lot of depth to the battle (when used appropriately) -
what are you working on? I wanna see your wads.
Btyb88 replied to everennui's topic in WAD Discussion
A dark, flashing slaughter map. I'm starting to go overboard with the lighting effects but I can't help it! -
Rad Rocket (Doom Mod/Total Conversion)
Btyb88 replied to Ninja_Senshi's topic in WAD Releases & Development
Damn, I really like the art style of this. Good luck with it! -
Fractured Worlds [Final Release/Idgames]
Btyb88 replied to Nirvana's topic in WAD Releases & Development
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. -
I actually thought the same thing as I kid!
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Fractured Worlds [Final Release/Idgames]
Btyb88 replied to Nirvana's topic in WAD Releases & Development
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. -
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.
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Issue with Dehacked: Thing is ignoring Attack and Melee state
Btyb88 replied to GratefulName's topic in Doom Editing
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? -
Issue with Dehacked: Thing is ignoring Attack and Melee state
Btyb88 replied to GratefulName's topic in Doom Editing
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. -
More commercial games made with gzdoom? Yes, please!
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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.
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You Are the Big Rocket Launcher (And I'm Just the Shot Gun) - A Vanilla Doom 2 map
Btyb88 replied to TheHambourgeois's topic in WAD Releases & Development
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: -
[Now on /idgames!] 3x3 - 3 flats, 3 textures, 3 monsters! community speedmapping(ish) project
Btyb88 replied to MFG38's topic in WAD Releases & Development
Out of curiosity, are you counting a pain elemental as 2 or 1? -
RC3 - Quartzite Quarrel - 1024 Eternity map
Btyb88 replied to Btyb88's topic in WAD Releases & Development
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. -
RC3 - Quartzite Quarrel - 1024 Eternity map
Btyb88 replied to Btyb88's topic in WAD Releases & Development
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!