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About Spectre01

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  1. The DWmegawad Club plays: Eternal Slumber Party

    Voting for next month should be open! +++ A.L.T.
  2. Starting using Eternity, initial thoughts

    What level of TAS'ing is currently possible in Eternity?
  3. Do you really need that many textures for a level?

    I generally like sticking to one or two texture themes for the sake of consistency. And if I do use a texture pack, i.e. cc4, I certainly won't be combining it with any other packs. Lately, I've been enjoying mapping with just stock textures. There is a lot of really cool stuff you can still do with basic Doom 2 resources, as seen in wads like Going Down or Hellbound.
  4. swiftdeath vs italo

    I found Italo a lot more fun due to more BFG/RL-based gameplay and a higher requirement for mechanical execution. Swift Death, on the other hand, feels more like a Congestion-style wad with a high degree of foreknowledge. i.e. Watching a demo of how to beat an SD map will help you more than watching an Italo max. Also, I'm not a fan of instant gangbang starts in general.
  5. SlaughterMAX. RC1 available!

    @Benjogami Cool, thanks for that! The lock-in there isn't super important, so making it possible to skip with foreknowledge is fine with me.
  6. SlaughterMAX. RC1 available!

    So Elmle found a bug in map29 during his last stream. The 3 lines that activate a lock-in inside the red brick Mancubus building, are all W1 Floor Action instead of a voodoo closet like I would usually use. This means that after flipping the eye switch at the very top (and lowering the bars), it is possible to softlock yourself if you happen to run over one of those lines on the way down. Now, I've tried a couple of fixes, the "best" one having the demo desync 45 minutes in after I thought it was cool. Does anyone technologically inclined in the fields of mapping and demo sync know if it's possible to implement a fix that doesn't desync the demo?
  7. SlaughterMAX. RC1 available!

    Hey, as long as it doesn't further reduce performance on an already demanding map, it's all good. It just sounded like a bizarre change to make, considering the already extreme monster count. Also @mArt1And00m3r11339, why are you pimping your new map in this project thread? Rude!
  8. SlaughterMAX. RC1 available!

    Cl 12-17 are various earlier versions of PRBoom; at least according to the wiki.
  9. Mothership - single level for Eternity

    Cool map, with a fun level of difficulty on UV. Big fan of the colour-themed sections and midi choice. Impressive visuals overall! As @SiFi270 mentioned, autoaim was rather wonky when shooting at enemies above on the 3D floors. Performance did drop to around 30 for me, especially in the central room, but I guess that's to be expected. Great work m8!
  10. Basically making the environment itself dangerous, using some of the techniques suggested above. I like damaging floors as a means of restricting movement or punishing a player for falling off the map/platform/what have you. Frequent changes in floor elevation can also make things like dodging and moving around more difficult, requiring the player to get a "feel" for the environment before they can effectively traverse it in combat.
  11. SlaughterMAX. RC1 available!

    Just why?
  12. Starting using Eternity, initial thoughts

    Max kills is generally considered to be: All starting and any revived enemies killed, excluding Lost Souls. You can't farm resurrections even if it says 100% at the end.
  13. Starting using Eternity, initial thoughts

    @Altazimuth Cheers man! It was indeed set way lower than my system volume.
  14. Things modern mappers do better

    One of the biggest differences is generally much better pistol start balance. A lot of the older wads, including the IWADs, play like crap from pistol start. Modern mappers tend to not do bullshit like secret SSGs and no green armour in sight.
  15. Starting using Eternity, initial thoughts

    I've tried the, I guess, stable release at the top of the forum, and the sound volume is a lot better there.