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About dpstatic

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    Green Marine

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  1. dpstatic

    Switcheroom 2 (Now on IDGAMES!!!!!)

    Alright, submitting another draft of my map. Nothing too major as far as what's changed. Moved things around in more crowded areas, gave several sections of the map a texture makeover, and added in just a few extra enemies. I changed the flats in the starting area, but left the tekgren2 walls, if that area's still too reminiscent of The Focus, I'll change it up more. Here's the link, which should be updated in my original post as well. https://www.dropbox.com/s/oii5gta0ehz8d3s/subjunction.wad
  2. dpstatic

    Switcheroom 2 (Now on IDGAMES!!!!!)

    I'll get you an update on my map before then as well. I haven't been on doomworld in a while and missed your status request from a few months back, that being said, I've barely touched the map since I initially submit it.
  3. dpstatic

    Final Doom The Way id Did

    Given that this map was in the style of Drake O'Brien, that review is about what I would expect. That's not to say there aren't things I could do to improve the map. As for the waterfall texture computer screens, that may be an issue with your source port. It should be an animated computer screen, with the word kill on it. (which in TNT is part of the same texture as a waterfall, since TNT crammed in a bunch of animated textures into one due to vanilla's limitations with animated textures) Those doors are a bit odd, and I essentially copied the ones from Administration Center. Simply put, it's done by having the door sector have a height of one, and the door's outer sidedefs having a vertically offset middle texture instead of an upper texture.
  4. dpstatic

    Oops! All Techbase - Final Release! NOW ON IDGAMES!

    I'd like to take the map11 slot
  5. dpstatic

    Final Doom The Way id Did

    I stand on a similar spot, and currently don't feel any of my plutonia maps are up to standard. I am in the process of reworking Sudan, for a second time, and will post it here once I get it to something I feel is up to standard. I think that Arch Nemesis is good conceptually, but needs a minor rework (I found out it is extremely easy if you just rush through it without shooting). Although I would want to hear from Tarnsman if it qualifies under the project guidelines (It is arch-vile only, like Hunted, but differs in approach and isn't a maze), before I put any effort into fixing it. My third Plutonia map, Outpost, should just be scrapped in my opinion, it's too far off from Dario's style and not worth the effort of trying to rework. I'm plenty happy with my TNT maps though. Thanks in advance obake for going through the effort of testing all the maps, I know that a handful of maps haven't been played by anyone, except thier author, with the project being on such a long hiatus.
  6. dpstatic

    Switcheroom 2 (Now on IDGAMES!!!!!)

    Thanks Jaws! I didn't even notice until now that I'm using the exact same flats in the starting area as the starting area of The Focus, I'll definitely be changing this area up. I think a lot of the problems you found with the map stem from me trying to keep the flow of Suburbs while trying to make something that authentically felt like it could have been among those early doom 2 levels. Looking at some of the other switcheroom maps, I can see that people changed things up a little more, so I'll be working on giving the map some more detail/variety. How do you feel about the starting area (the two rooms and "hallway" surrounding them) being essentially a scaled down version of the area in Suburbs it's based on? I kind of grew to dislike it as I was working on the map, and don't know if It'd be better to leave it be, or rework the whole area.
  7. dpstatic

    Switcheroom 2 (Now on IDGAMES!!!!!)

    I think I'll go ahead and submit my map. So, you can take a look at that along with the hell levels. Here's Subjunction, a starport styled level based on Suburbs. https://www.dropbox.com/s/oii5gta0ehz8d3s/subjunction.wad?dl=0
  8. dpstatic

    Switcheroom 2 (Now on IDGAMES!!!!!)

    I'll take the starport style map 16 slot.
  9. dpstatic

    Project Proposal - Ultimate Doom: By The Map

    Agreed. I'd like to see what you've got so far.
  10. dpstatic

    Final Doom The Way id Did

    @DukeOfDoom Your enthusiasm is appreciated, however this is the third map you've submitted in your own style, and this just doesn't seem to be in the spirit of this project. While the rules don't directly forbid you from submitting countless maps in your own style for TNT, I think there was an implication here that each person only submit one, maybe two, maps in there own style to TNT. Tarnsman or any of the other project maintainers may correct me if I'm wrong here. It seems to me like you are submitting maps just so you can have something you made included in the project. If that's the case, then I suggest you find another project where making a bunch of speed-maps is encouraged, or even better, create your own project with your own set of rules. If you truly want to contribute to this specific project, then you need to TAKE THE TIME to learn the mapping style of other authors, and learn how to recreate their styles. And when people give you feedback/criticism/advice, take it, instead of ignoring it and trying to find a work-around to get your maps into the project without effort on your part. I'm not saying this to be mean, I'm saying this because I think it needs to be said. And because it is a waste of your and other people's time for you to make and submit a bunch of maps and ask people to play them when you are not putting in the necessary effort into your maps that the project demands.
  11. dpstatic

    Project Proposal - Ultimate Doom: By The Map

    This looks like a fun project. I'd like to give E1M8 a try. I haven't done much non-vanilla mapping, but Phobos Anomaly looks like it'd good for learning some UDMF mapping.
  12. dpstatic

    What is your Doom canon?

    I haven't read up on much of the lore for any of the games lately, but... I've always interpreted (Ultimate) Doom, Doom II, Doom 64, and Final Doom to all be in the same universe and the same doomguy. I guess I've never really thought about my interpretation of E1's ending, but never really thought of Doomguy as "dead". What I have thought about is how Thy Flesh Consumed fits into the story. Doomguy is back on Earth at the end of Inferno, but thought Entryway was supposed to be his first mission on earth and took place in the building behind doomguy. I decided to interpret that Thy Flesh Consumed takes place on Earth, but only in the building near the portal, and that Doom II takes place as Doomguy leaves the buidling. I think there's some contradiction, in whatever way you interpret E4 in the story, but the story is a pretty minor part of Doom anyways. I remember reading some topics a while back about how Doom 3 and Doom (2016)'s lore fit together; so I think of them as being part of the same universe/canon, but that doomguy from Doom 3 is not the Doomslayer from Doom (2016).
  13. dpstatic

    Favorite DOOM level.

    'E4M2: Perfect Hatred' is probably my favorite. 'E3M6: Mt. Erebus' is another of my favorites and I love Knee-Deep in the Dead as a whole.
  14. dpstatic

    Final Doom The Way id Did

    I didn't play your map, but simply opening it in an editor shows that it does not even come close to Milo's style. Firstly, nearly every linedef in the map is orthogonal, and the very few that aren't, are adjacent only to ones that are. It has been stated numerous times in this topic that Milo's architecture is filled with curves. Take a look at any Milo map, they're full of them, and your map has zero. Most of the combat in the map seems to come from pop-up traps. This is extremely predictable. The Casalis didn't just fill their maps with the same thing over and over, every map had variety and kept players on their toes. (Hunted (a Dario map) is the only exception I can think of, but the way the arch-viles move around the maze reduces predictability and builds tension.) You also have two boss monsters, which outside of the secret levels, the Casalis didn't do. You may say the fact that you can telefrag both of them makes up for that, but it doesn't because that's also something the Casalis never did, if they put a boss in their maps, you didn't get a cheap win. I'm not going to play this map because it's clear you did not take the time to study the style of the author you were imitating, or even make use of the observations that others have already made about his style. The project is not cutting off submissions anytime soon, so please take your time with this. Making a map in another author's style will take longer than making one in your own style. Awesome! I was thinking of making a TNT map in the style of one of the authors who only did one or two maps. Christopher Buteau was one I was leaning toward, but I'll pick someone else for variety's sake. I'm leaning toward Robin Patenall right now. On that note, there's a few TNT authors who only contributed one map to TNT, and as far as I can tell, don't have any other published maps to study their style from. Would there be any good way to approach imitating one of these authors, or would trying to redo their style with only one reference map inevitably just be a remake of that map?