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Xyzzу

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Everything posted by Xyzzу

  1. The colored lighting system adding an unwanted extra step to my detailing/visuals workflow, as well as the movement feeling much more sluggish for me, especially when turning.
  2. Xyzzу

    Halloween WADs?

    https://www.doomworld.com/forum/topic/136809-idgames-faint-of-heart-new-axolotl-map/
  3. Xyzzу

    Doom Pictures Thread 2023

    Bro out here making Arcadia Remade c:
  4. Just saw this thread and it reminded me of this old map I made: https://dhw.wolfenstein3d.com/viewtopic.php?t=8499 Feel free to add it to this project if you want, the only custom asset in it replaces the aardwolf sign sprite.
  5. Xyzzу

    Saturnia [/idgames] -cl4

    Finally, some closure. Besides those demos (the second one desyncs in choco for some reason - it plays back correctly in both dsda and eternity :/) and the MAP07 stuff, there's one last important change to the /idgames version and that is: Thank you and goodnight!
  6. Xyzzу

    Saturnia [/idgames] -cl4

    Dangit BMO, I wished you announced this sooner :c But I figured I show my gratitude with this post, thanks!
  7. Xyzzу

    Saturnia [/idgames] -cl4

    Looking at both the vod and the maps in the editor, I can confirm there was only one point in the WAD where a player can get stuck permanently. Everywhere else, there was always a way out no matter where you were without the assistance of someone on the "other side", but I can imagine that not seeming to be the case when you're not savvy with the map's design. MAP07's start area is a softlock, it seems like. You're so lucky this is not on idgames yet, I've sent a quick fix that raises the height of the first switch. It looks goofy as hell and kinda gimps the already easy ending even more, but it works. I'm never making a (vanilla) mapset co-op compatible again. Another problem I saw in the vod that isn't necessarily the WAD's fault is the failure to emulate the Final Doom teleportation quirk needed to properly beat MAP10. EDIT: I have no idea what the hell is happening with MAP31's starting quiz, but the teleporters should not work like in that vod at all. I'll just chalk that up to more Zport bullshittery. P.S. playing co-op without at least having respawning items is cruel and unusual lol BTW for those reading this, I'm no longer receiving feedback, as I've sent the WAD (again) to /incoming.
  8. Xyzzу

    Saturnia [/idgames] -cl4

    Fair enough. Besides the music and the lack of a starting teleporter, that map is only the first one because, excepting the final fight, the monsters in it are easily escapable which can't be said for much of the rest of the fights in the WAD. I like it as MAP01 though because it wastes no time slamming down the gameplay feel (and general difficulty) of the rest of the WAD - I wouldn't mind more MAP01s like that. I also did intend for every third map in the set to be some sort of difficulty spike/reset, which may explain why, I assume, maps 07 and 08 are unexpectedly easy for most people. Aww, I was hoping to make a nice, engaging icon map that didn't have all the annoyances of every icon map that isn't just a stand-and-shoot pushover. Then again, I knew people who hate the boss out of principle would lump this map in with the rest in their personal garbage pile anyway. "Too many switches" is a valid complaint, though with maps this small and for the sake of -nomonsters runs I'd still prefer them over having to wait for some bars the raise; I did that once in MAP07 and opted to never do it again, heh. It doesn't help that there's just some switches meant for preventing co-op softlocks out in the open (vanilla format and its lack of voodoo conveyors that aren't jank grumble grumble). MAP03's final fight is amazing when you need to do the nukage switch run over again, and MAP02 is indeed supposed to be a small puzzle and I'm keeping them that way; I realize people don't play a Plutonia mapset for puzzles but the WAD's two real puzzles should be easy enough to solve. In MAP02's case, its probably more intuitive when you realize the skull switches are absolutely needed while each pair of other switches raise and lower a sector. But thank you for the glowing review, Lucius! Thanks to all others who gave feedback here as well; whether positive, negative, or are simply middling bug reports, they help my morale and help me figure out what's wrong with the WAD before it gets solidified in stone by idgames/speedrunners <3
  9. Xyzzу

    Saturnia [/idgames] -cl4

    Final RC changelog: MAP11 is now given a name on the intermission the HOM in MAP10 is removed Untested, but MAP01 was slightly edited per boom_compatible's feedback Ike Awnuffsen now gapes Alright, get your two cents in TODAY because I'll likely send it to idgames either by the end of it or tomorrow! It's done, I did the thing, it's over. I'm pretty confident there isn't much else to discover considering these maps are tiny and if something slips through it's likely super obscure anyway.
  10. Xyzzу

    Saturnia [/idgames] -cl4

    MAP32's fake exit is intentional as I didn't want it to be finished :P I'll fix the falling in MAP01, but are you sure about the coop softlocks? Sure the sector 28 door closes, but the sector 30 door should still be open. As for sector 30 bloking the way back to the start, it can be opened again going for the skull switch linedef 380 (where it is actually linedef 161). I could make the skull switch repeatable to give off the illusion that the player can open sector 30 again from it. As for the lineskip... to hell with it honestly :P
  11. Xyzzу

    Saturnia [/idgames] -cl4

    RC3 changelog: Made maps actually doable on -skill 5 now lol More importantly, nodes have been rebuilt. The maps should work just fine in Zandronum now from a quick test. Moved obscure first switch in MAP31 A couple more edits to maps 07 and 09 that may not be noticeable At this point, if there's no further feedback by the time I make the finishing touches to the WAD, I'm shipping it to idgames!
  12. Xyzzу

    Saturnia [/idgames] -cl4

    RC2 changelog: Added megasphere to MAP05 on skill 4 Fixed sound propagation problem in MAP08 Made crushers in start room of MAP31 start much earlier for badly lineskipped viles Concealed co-op switch that released hell knights early in MAP04 I didn't know what to do to make the marble area in MAP09 less confusing so I added a light effect. Hopefully that's enough to see the one crucial switch you need to flip to progress. I lied, there's no second SSG in MAP05
  13. Xyzzу

    Saturnia [/idgames] -cl4

    @kvothesixstring Since I was called out on it, here's a playthrough of MAP05 on all three skill levels. by request.zip Basically don't miss the SSG lol. But I see your point. I will add a megasphere at the start and another SSG for the RC2 to be released shortly.
  14. Xyzzу

    Saturnia [/idgames] -cl4

    Alas, even when I'm "Generous!" it's still not enough for some people. Oh well. Thanks for the streams, boltface and kvo!
  15. Xyzzу

    Saturnia [/idgames] -cl4

    Hmm, probably. These maps rely heavily on zokumbsp to work under vanilla limits, so if it's that then I don't know what to say other than try again using either DSDA or Choco since it was tested in those.
  16. Xyzzу

    Best of John Romero?

    I know, right? I can't believe no one's said Si6il 2 yet! These 2015 posters' tastes are garbage!
  17. DSDA page aka ffdoom // ffdoom2 // ffdoom2.wad // final fantasy doom version 2 Final Fantasy Doom (version 2) NM-Speeds of each Episode 1 map: ffe1nmspeeds.zip I might do the other episodes, I dunno.
  18. DSDA page Pizza Steve MAP31 UV-Speed in 1:32 pz31-132.zip
  19. Xyzzу

    So, how old are you ?

    Quadranscentennial as of last Final Doom release anniversary.
  20. Guess I'll give some dev insight to my map, two days late :P About the rocket launcher secret everyone says shouldn't be... you may not like how strong & cryptic it is but I intended for the fight itself to be the reward; it's my favorite fight so I locked it away and designed it so that, if you beat it, then the rest don't matter - you've already discovered the most thrilling part! Just have fun flinging explosive dongs at everything else in sight like a maniac, otherwise the map plays like a lot of other ones I've made. I totally understand it being quite the unusual design choice as I only started experimenting with incorporating secret fights into my levels. As for ammo shortages in the yellow key bit, though I can see how my map may feel miserly with it, I'd chalk that up to just bad ammo placement. The map was balanced to have enough to kill everything consistently, but I can totally see people wasting bullets when they sit in the middle of the path blending in with the grass (and chaingunner corpses) and thus easy to accidentally run into, along with missing the sixteen shells I put... behind the pedestal fatsos. Also, keep in mind you aren't locked away from escaping that area at all if things get too heated and if that's not enough for you... I put a berserk in for a reason, use it along with infighting >u< ...actually, I don't have much else to say about Golgotha development-wise that I didn't already hide in its map marker in Xerxesia: Believe it or not, that fight consisted of a crapton of revenants, barons blocking the exit, and TWO cyberdemons to distract in early versions* of the map, with a couple annoying tree decorations in the earliest revisions to boot! Needless to say, Joshy and some others in the team that gave feedback deemed it a tad too much. Funny how my nerf made my map end up having the lowest monster count of all maps in PRCP2. Looks like I dodged quit the bullet there, but at the same time... short & snappy maps are just my M.O. P.S. finnks, I think there are more teleporters that are not fully dark in Plutonia than ones that are, so I feel I should at least get a couple more points back in your review for getting that part right at least! *I dunno how one of the files became "E" but it's another earlier version of Golgotha. Just give it the .WAD file extension rofl
  21. @A2Rob You can edit the sidedefs lump directly using slade to prevent rebuilding map nodes (as that's often what causes demo desyncs).
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