Lutz

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About Lutz

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  1. I don't want to speak for @hardcore_gamer, but since I'm of the opinion that this is a bit of a bogus question -- name anything from any art-form made in the last year that is *completely* original -- maybe it's better to rephrase this question as "What recent or forthcoming WADs completely change the way the game looks and plays?" As an example, I would suggest @rf` 's HocusDoom.
  2. The final version of Doom II - Hellscape has been uploaded to /idgames (replacing the previous version). Grab it here: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/dhs-lutz HUGE thanks to beta testers (notably @dew and @joe-ilya) who helped balance levels ("YES, DAMMIT, I ADDED MORE AMMO!") and fix some busted stuff.
  3. This is one of those threads that makes me truly appreciate the beauty and wonder of the internet. Also, I humbly suggest "a hitbox of Spider Masterminds" (or something else that references the amount of empty space you can actually damage).
  4. Darkdome is probably my favorite PWAD level of all time, so that's a HUGE compliment -- thanks!
  5. Believe me, @40oz, I have very little ego wrapped up in Doom level creation (@Xaser -- awesome compliment, but I am not John Carpenter), and you did a remarkably good job of expressing your critiques in very respectful and appropriate way, so no insult taken. At the end of the day, I made the map I wanted to make; some people like it, some people don't. I've said this several other places around the forums, but I make maps because I enjoy making maps, not because I want/need people to *play* those maps (in fact, this sat on my hard drive for 6 weeks or so because I was too lazy to upload it), which makes it all the more awesome that you took the time offering insight into how you think this map could be improved. At the moment, I'm dorking around with a similarly free-form E1-style level, and I will absolutely entertain adding some more cinematic encounters.
  6. There is an example command line in the text file -- you need to load one .WAD before the other to see @Mechadon's awesome sky.
  7. Rest assured that I'm not making light of your statements, but I think this comes down to a case of "different strokes for different folks." I'm reasonably sure I understand what you are saying...but I happen to disagree with pretty much all of it. In short, my Doom experience is primarily shaped by the original Doom IWAD, because that was my first experience with game and the level-set on which I was weaned (I turned 15 in '93; call me old, 'cause it's true). I would argue that the monster placement in this level is much more akin to the monster placement in those levels (particularly in E1), in that: (a) for a majority of UDOOM, there are monsters in every space; (b) once awakened, most monsters can wander freely across the level (or the spaces in which they are confined touch a large portions of the rest of the level); (c) there are very few set-piece battles or grab-the-thing-in-the-empty-room-and-stuff-happens (notable exceptions include the E1M3/E1M6 key traps and E1M9 teleport area). One of my most significant DOOM memories is wandering through E1M7 freaking out while listening to the heavy breathing of the former humans/sergeants on top of the computer console in the middle of level (I kept missing the elevator, so I didn't know where they were). As I mentioned in response to @Dragonfly, I wanted to recreate that feeling of constant vulnerability -- I don't want to the player to know where guys are or the origin of that next shot. Honestly, when playing other PWADs and open a door to see a large, empty space with a key/bonus/weapon in the middle, I sigh a little inside; I know the teleport trap or monster closets are primed and ready, and that's just not my favorite experience. Also, I'm curious on the route you took through the level -- there are at least 4 plasma rifles and even more rocket launchers, so you mileage is definitely going to vary depending on which one you grab first and what you have seen along the way. I don't expect you to play this again given your initial reaction, but if you do, try a completely different path and see if it's more to your liking (though there are monsters everywhere, so your first point is always going to relevant). Anyway, thanks for the comments; glad you at least liked the visuals.
  8. Thanks for the feedback, folks. Personally, I tend to be a very cautious player -- I hide and duck and run between safe spots. My goals for this level were (a) play around with the resource pack, and (b) create a map WITHOUT safe spots, or at least one in which you never feel you are untouchable. As a result of the second goal, I probably went a little overboard with the hitscanners (although you should thank @dew that it is playable at all). Glad you thought it least looks good :)
  9. ftp://ftp.fu-berlin.de/pc/games/idgames/newstuff/dt-lutz.zip - Requires the Return Resources: https://www.doomworld.com/idgames/themes/TeamTNT/return/retres - ZDoom recommended - Mouse-look & sprite z-clipping HIGHLY recommended - Huge thanks to @Mechadon for an awesome sky and @dew for playtesting
  10. He could burn answers in the wall with his plasma gun (assuming decals are enabled).
  11. - What do you do with all those armor-bonus helmets? - How do you carry all those weapons at once and still run like an Olympic sprinter on PCP? - What is the craziest thing you have done to test the invulnerability sphere?
  12. PLEASE SOMEONE MAKE THIS HAPPEN
  13. That looks awesome! What texture set are you using (and/or will you be releasing a version if you put it together yourself)?