-
Content count
1797 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by Egg Boy
-
Appreciate the kind words. Glad you liked it.
-
Grime - 5 maps oozing urban decay!
Egg Boy replied to EduardoAndFriends's topic in WAD Releases & Development
Just finished the wad, had a blast. Map03, Condemned: Criminal Oranges was my personal favorite, but the entire wad had a creative and playful atmosphere that made it feel part wonky forgotten DOS shooter part Mouldy worship. This illusion is only broken by the rare stock Doom 2 texture, I would personally find something to take the place of these since they are a textural mismatch (keymarkers look fine though, and I thought the factory that seemingly made stock doom 2 textures was funny). I appreciate the willingness to give out the rocket launcher as soon as possible, but I would have also liked if the set ramped up quicker. The combat and weapon selection is a bit subdued in the first two maps, especially without that secret RL in map02, without which I think that map might have been a bit grindy. The last 3 maps are the real meat of the set, with all three being much more substantial than the two before. The first is a linear romp through a condemned building, memorable setpieces like the RL ambush with the walls coming down and the Imps blowing a hole through a wall along with the spritely pacing makes for an oddly cinematic experience that I really enjoyed. Map04 is the most sprawling of the set, my favorite section is the fight on the catwalk over bubbling nukage outside the factory. The set ends with a climactic cybie pincer attack in the final map. Don't have a ton to say about it, I thought it was good fun, but not quite as good as the last two maps. Sorry for being brief, I could probably go a bit more in depth later. Overall, solid set. Final play time was about 35 minutes. -
Grime - 5 maps oozing urban decay!
Egg Boy replied to EduardoAndFriends's topic in WAD Releases & Development
Damn, would love to jump in but I’m at work, didn’t know this was coming so soon! Congrats on the release. -
one day, for now, just play 3 squonker wads in a row to simulate it lmfao
-
Morior Invictus (Vanilla-Compaible 32+ Level Megawad)
Egg Boy replied to forgettable pyromaniac's topic in WAD Releases & Development
Gonna check this out sometime soon, but the gamebanana link gave me a chuckle. Genuinely have never seen anyone upload their wad there and link it lol -
[RC4] Serenade.wad (Vanilla compatible Doom 2 megawad)
Egg Boy replied to Wilster_Wonkels's topic in WAD Releases & Development
Gave this a shot for funsies. Enjoyed episode 2 the most, some really neat city map concepts in there. I especially like the map where you travel throughout different parts of a city via connected sewers. Good stuff. There are some fun layouts in here, but I do think episode 3 may be a bit out there for me, personally haha -
Yeah the zdoom compatibility settings are not the same as complevels, despite the name (strict), it does not perfectly emulate how vanilla behavior works. In vanilla, the Archie will only teleport in after you raise the platform that lowers when you hit the switch by the red door.
-
Hm, the archvile should only come out later in the map before you exit (or alternatively when you return to the lowered lift and raise it). I would highly recommend playing in a port that supports complevels like dsda doom or pr-boom+ since these are designed for complevel 2. I apologize if your experience was not as intended, but I am happy you enjoyed it regardless.
-
Interesting, this has never happened in my testing, what comp level are you on? Also, thank you for the kind words.
-
It is the intended solution, I put it in after realizing how easy it was to linedef skip the teleport because it kept happening in playtesting.
-
Look for a wall nearby that should have the orange support texture on it.
-
Mock3 [21-map WAD] [On /idgames archives]
Egg Boy replied to memeboi's topic in WAD Releases & Development
-
Thank you both for playing! The team and I appreciate any and all FDAs. I hope you enjoy the rest of the wad, please let me know about any bugs or issues you find. Also, @Somniac I noticed you jumped out of the window without grabbing the RL in the encounter that lowers the blue key in map01, wonder if I should put a secondary rocket launcher in one of the closets that opens in the lower area so that you don't get locked out by the archvile when you return.
-
Love the mostly vanilla, but midbars (because they are a necessity) visuals. Fun map too. Favorite encounter was the BK, being stuck in a small area while a stream of imps and big imps funnel towards you and bony boys snipe was a fun combo. The second phase of the encounter where you are chased off the structure into a saucy revenant fight on the ground below was an excellent follow up, though, I did not care for the Archviles. I assume their intended effect was to chase you off of the building, but once on the floor, there was no sufficient angle I could find to snipe them from once the battle is won. Nitpicks aside, just a great layout laced with invigorating fights.
-
The music made it feel oddly avant-garde, really liked the atmosphere, the tower at the end is really cool. Just a fun lil diorama kinda map.
-
would you mind if I put this somewhere in the OP?
-
Glad to hear you like it! Also when I was making the midi I was intending to make a small map just for it but I didn’t have the enough time. ZeMystic’s map02 originally used music from Sonic Mania and we decided to replace it with that midi so that more of the soundtrack would be bespoke.
-
I only did map01, everyone did a great job on their maps. Thank you for the compliment, though!
-
Thank you for the report, we will look into these asap
-
When I got to that area in Machete my interpretation was that it was a reference to What Remains, since it uses the exact, google image searched image I edited, even the name is intact. In terms of "writing" in doom, I can think of the text at the beginning of Eternal Doom 3, but that's more like 4th wall breaking story telling. Very RPG like.
-
A mysterious creature of some sort
-
hey, just to let y'all know, there's a quick hotfix I uploaded that adds in an external DeHacked and Skronk's map blurb.
-
Gonna have to give it to BTSX E1, it’s just iconic.
-
[Community Project] Doom 2 Minus Doom (30 maps complete!))
Egg Boy replied to janiform's topic in WAD Releases & Development
I know this sort of thing can be confusing, but limit-removing, when it comes to Doom maps, refers specifically to the removal of static limits like visplane, drawseg, and sprite limits. Limit removing maps are Doom format, and are played in complevel 2, meaning they adhere to vanilla line actions and behavior. https://doomwiki.org/wiki/Limit_removing -
What's something about Doom you absolutely love?
Egg Boy replied to zzzornbringer's topic in Doom General
There's a short little video out there that sums it up. "Action Button Reviews Doom" check it out on your lunch break or something.