Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

The_SloVinator

Members
  • Content count

    907
  • Joined

  • Last visited

About The_SloVinator

  • Rank
    Forum Regular

Recent Profile Visitors

22842 profile views
  1. Try this one out! I've released it over a month ago. (for Vanilla Doom)
  2. Well, October is done for this year. While I managed to make a spooky Doom64-style single map, sadly I couldn't finish it due to irl stuff that came unexpectedly & thus lack of drive to make more. I did post a couple of screenshots in this thread which nothing has really changed since then besides one new area I added. But regardless it was a fun while short-lasting mapping session with some basic scripting & UDMF features that I tried.
  3. Most folks would hate them, probably more than Chaingunners. Personally, I wouldn't mind them as hitscan enemies force me to adapt in strategies/movement & all that but the final version Arachnotrons are a bit more original obviously as there is no other demon using plasma attacks.
  4. https://www.doomworld.com/idgames/levels/doom2/megawads/tntgb

    TNT Goes Boom! is live on idgames!

    Many thanks to all of you for participating in quality control & contributions!

     

  5. https://www.doomworld.com/idgames/levels/doom2/megawads/tntgb Idgames version is out!
  6. A little update for those who follow this thread: TNT Goes Boom! files have been sent to idgames staff, I have received an email to which I replied in order to confirm the files are mine & now I'm waiting for it to appear on the 'latest' section on the idgames site.
  7. So, this probably might be it. I could upload this wad to idgames this Sunday unless you guys have found more issues which I doubt at this point. haha But by all means, report them if you have any.
  8. The_SloVinator

    Slime maps are a vibe

    I like Map 10 from Alien Vendetta. That one has great atmosphere along with Plasma track from Duke 3D.
  9. I remember someone making a thread here titled something like "How much are you willing to pay for girlfriend activities" or something to that degree. The responses were golden. I laughed hard that day.
  10. Haha. Thank you for the sweet comment. <3 Sure! You can post it! Although, it might still be subject to change if folks still find anything to fix.
  11. Oh I see. My bad. Sadly, no. haha I'm still not sure what will be my next project. I've been experimenting UDMF for the NanoWadMo 2023 a bit but I don't plan to create anything out of it, at least not for now.
  12. I'm glad you loved it. Thank you for playing! You mentioned the abundance of ammo. This is the most nerve-racking thing when I balance maps for pistol-start. First few maps had ammo-starvation, as mentioned by GarrettChan in the past, so I added more ammo obviously but it's near-impossible to balance gameplay for both pistol-start & continuous, generally speaking. Another thing is that, I'd rather see player enjoy the ability to fight back against the demons efficiently at any time than to run out of ammo & run around, risking dying just to scavenge for some ammunition or use weaker weapons on high tier demons, which can be a chore.
  13. I tested it & yea, it's better to remove it. SMM is now a threat. I'd like to add that y'all have sharp eyes & are great at finding issues that I've missed. Kudos to you!
  14. Thank you so much for playing & thank you again for the valuable pistol start critique you gave me earlier this year. TNT has always stuck with me way more than Plutonia ever did with its aesthetics & new music but even I could see some stinky moments from it, so that's why certain maps of mine exclude, let's say, the annoying sector dense sewer section that screwed with your movement on Map 22 or the odd progression on Map 21 the original had with poor hints at the pillars lowering with keys on them & possibly more examples. (later isn't bad if you know the map by heart but it's definitely not first-playthrough friendly) Map 21 was a struggle for me to map as there were many ideas that I scrapped & replaced many times. The outdoor area I just couldn't get it right, no matter how many times I redesigned it & at the end, I chose to exclude it since it made map a bit more original in its design anyways.
  15. Oh wow. I had no idea linedefs that don't touch other linedefs are still visible when computer map is picked up. They are hidden on automap by default, so this is new to me. As for PE & LS, during the playtesting (before RC1), I noticed that issue & reduced the amount of PEs in the maps, replacing them with other demons. Many thanks for reporting these issues. I'll release RC2 soon & update the link.
×