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Allie

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About Allie

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  1. Perhaps that was where John fought the demons... Anyways, there's a secret in E2M4 where you see a computer map, ammo, and armor contained within a 'cage'. It was literally only last week that I figured out how to open it. I would usually walk away from it and forget about opening the cage until level completion. I think it's the last secret in Ultimate Doom that I hadn't conquered, too! There's also the invulnerability trick with Sector Tag 11 (hurt and end level) that I found out about recently.
  2. Allie

    Mountains

    Neat stuff! I like RUSH pointing out the whole lightning-bolt aspect to it; I think that illusion creates a really cool piece. Can't wait to see what you put out later in the week, maybe trying out those planning stages you touched on!
  3. Allie

    Post Your Doom Picture (Part 2)

    @gaspe: The fire inside works better with the right picture, but the left picture looks nicer overall to me imo. Kinda reminds me of the Hexen belltower, actually.
  4. Allie

    The Doom Confessional Booth

    Doom-wise: The first time I ever actually beat DOOM without cheating was when I played it on the first official iPhone port (it would play demos! That was so sick! I'm sad the current port's menu doesn't do that.) Forums-wise, because I might as well confess it: I open up Post Hell every now and then because I like the music that plays.
  5. Even if you are updating the project elsewhere now, I'll be keeping tabs on it. I very much appreciate the work and enjoy it!
  6. Allie

    Post Your Doom Picture (Part 2)

    @scifista42 Yeah, the paper-thin building is already fixed. After posting that image I got fed up enough to change it. As for the hallway, the lamps were a last-ditch to sate my mind, but I guess I can live with it if the hallway is barren. Maybe I can change around some lightlevels or whatever.
  7. Allie

    Post Your Doom Picture (Part 2)

    @Jimi: I'm loving all your stuff dude! The flat textures make everything look clean and planar. I'm finishing the alpha to my Map07 replacement and I decided to have a proper "Dead Simple" style courtyard to end the map on. I'm thinking of changing sky1 to a nighttime sky lit by many bright stars and a huge full moon (so outdoor areas can still be bright). The courtyard is the best place in the map to see the sky itself, so any thoughts on that? (P.S.: I have no idea how to reliably teleport monsters in so that imp is the only threat when you see the courtyard) I also would like some advice on this little hallway: It's not important and it just leads you to a tiny little-detailed room with a vital switch, but I feel like it needs more decoration every time I pass it. Maybe even another room? Any ideas? If you want you can download it and play around or whatever. I don't want to make a new thread in WADs for a single map, especially an unfinished one. The layout's pretty much finished so that's how it'll play. Map07, difficulty options, Doom 2, 100% vanilla compatible.
  8. Allie

    90's.wad (and 10's.wad)

    Huh, I was recording with ChocoDoom v2.1.0; I guess I should have gone full vanilla to ensure better compatibility. I'll learn to make demos yet.
  9. Allie

    90's.wad (and 10's.wad)

    This was fun! I also recorded my first ever demo on this map. So you get to watch me suck at DOOM. Not my first run but the first run where I could complete the map. The geometry was pretty simple, enough for a 90s map, but it feels like a 90s map that actually had design though put into it re: textures. I liked how you punish the player for grabbing a soulsphere+armor by giving them another challenge. The starting area was pretty well thought out imo. Only a careful player would notice the real challenge waiting instead of the squad of former humans which should fall easily to a rocket launcher. The long walk over damaging nukage to the end switch is one thing I dislike about the level. But then again, that's probably the most 90s part of the entire map.
  10. I ended up having a lot to say about this. Overall I enjoyed the experience and I can't wait to see more, but I've hidden my rambling critique under this spoiler. It's a lot, sorry! Overall, the maps were quirky and very interesting to navigate. Some design decisions hamper this however. Enemies tend to overwhelm, but I believe this to be fixable by just tweaking what enemies are encountered rather than where or how many. You've got a lot of great ideas and environments mapped out here and it's gonna be awesome to see your progress on it all. Keep mapping!
  11. Allie

    Maps released!

    I would also recommend editing the first post with a download link now that you're ready to have us play it. I'll be playing them myself in just a few moments, but it's always nice and convenient for a playtester to have all the resources they need in the OP!
  12. Allie

    Post Your Doom Picture (Part 2)

    Working on maps for a project that's way too ambitious for me. My MAP07 replacement, working title "Dead Sewage", but with my current palette I'm considering just calling it "Brown is Real". Not quite interesting, especially with -nomonsters. Also, I'm surprised that the warehouse area doesn't crash vanilla, considering its amount of visplanes. [Click for a higher-quality, 600k image.] Here's an overview of the level right now.
  13. Allie

    First WAD - 90MINMAP

    Thanks for the playing and the info, Caleb! First off, E1M4's double soulspheres are intentional. You're running around four spiders, so the ability to instantly get to 200 health no matter what was something I wanted to put in. I double-stack soulspheres in E1M9's secret as well. The HOM bug in E1M6 is interesting. I've never been able to make that occur for me, and I'll have to mess around with it! And good job on E1M9, I usually can't maneuver well enough with the monsters to get the cyber infighting. Most importantly though thank you for the sectors which shouldn't be secret. I'm still learning, and their numbers actually help me a lot. Again, thank you for playing!
  14. Allie

    First WAD - 90MINMAP

    Vanilla would never spit out the visplane error for me (aside from one instance) so that's where the confusion came from. Crashes with no error reports left behind. That explanation is very helpful however! I thought visplanes were both the floor and the ceiling planes at once, rather than those two being rendered as separate entities. This would explain the issue, as when floors are factored in the arena definitely goes over the limit. Thank you!
  15. We were so preoccupied with whether or not we could that we didn't stop to think if we should...
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