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dpstatic

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Everything posted by dpstatic

  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?
  15. dpstatic

    Final Doom The Way id Did

    You certainly didn't waste any time in getting on that feedback. I don’t know if adding a second SSG was necessary, I haven’t played many TNT maps from a pistol start, but I feel like there’s probably a good handful that have strong monsters and SSG isn’t near the beginning of the map or even in it at all. Someone playing sequentially will more than likely have the SSG upon starting the map, and it adds to the challenge of pistol starting the map. It's your map, do what you want. The only one of those I found was the berserk pack, but most the enemies after that point weren't the easiest to melee. Oh yeah, I remember that now. In that case an ammo rebalance was definitely needed. I didn't have enough ammo to deal with any of the revenants, as frustrating as it was it was admittedly fun trying to fight the mastermind while a bunch revenants were shooting at me. The list of quirks I gave wasn’t a list of quirks I disliked, though I suppose it came off that way. I liked the really tall lifts, narrow hallways, and especially the Romero room. It’s just that there were a lot of quirks and it felt like the level that was trying to be quirky rather than a level that had quirks. Opening the blue key door only to find a wall behind it was baffling, and the stairs to nothing I was referring to was the little cave next to the rocket launcher. The teleporter without a destination (located in the cave system with the yellow key) felt more broken than a TNTism. I didn’t really pick up on the “gamble” concept of the blue keys doors. (Maybe others would though) The type 11 floor was sort the icing on the cake as far as being overly quirky went. The changes you already made sound like they're enough to deal with this issue of mine though. I wasn’t really sure, there were a few rooms that made me think of specific levels of TNT, but if they weren’t intentional homages, then I think it’s fine. However, one part felt like it was copying a TNT level, which is the part you call the “flashback” rooms. They felt a bit too much like Wormhole to not be considered an homage. If there truly wasn't any intention of copying Wormhole here, I guess I’d see how others feel about this part before you just go and take it out of your map. Though I didn’t think it was necessary to add a second SSG, I do think giving the room/hallway some purpose is good rather than it being nothing but a trap that can be completely disregarded. I honestly liked it exactly how it was, it was a fun easter egg, and exactly the type of weird useless room that I would expect to find in TNT. Although I think having a single rocket on each lift would be even funnier. It would have been a really nice find when I played through it. I haven’t played your updated version yet, but assuming you didn’t just litter the map with health during rebalancin,. I don't think it'd make too easy, especially for someone trying to 100% the map. That sounds like it should be fine to me, but it’s not my call to make.
  16. dpstatic

    Things about Doom you just found out

    I also learned this last time I played through the level... I decided to take a quick rest there, and you can probably guess how it went from there...
  17. dpstatic

    Final Doom The Way id Did

    I don't think you understand this project. You don't make a map and then decide who's style it is because it matches your style more closely, you decide which author you're going to imitate THEN you make the map. I didn't feel like your map looked or played like something Dario (or Milo for that matter) would make. While I think there's some things in that map you can work with, you're probably best off starting a map from scratch if you want to have something for Plutonia. Played through this tonight, and here's my thoughts: At first, I loved the map. Thematically, it fits perfectly into TNT, it has the feel of a 96 map, and it had some weird TNT quirkiness (I’ll get back to this later). My only quip at first was that I was dealing with a lot of strong enemies but hadn’t found a SSG, which from what I could tell there’s only one, and it was quite a ways into the map. But as I got further through the map, my feelings started change. The map was big, and it took a LONG time to get through, but I wouldn’t say it’s too big for TNT, It’s smaller than Mount Pain (even excluding the large unreachable area of the latter). I think a major factor of what made it feel so long was that ammo (and health) was scarce, from beginning to end. Perhaps there were some secret ammo caches I missed. Which was one of the factors which made the spider mastermind battle rough (The revenents being the other). After which I was pretty much out of ammo, but luckily I was nearly done at that point anyways. (I thought it was necessary to go through the door behind the mastermind, but in hindsight, I don’t think it was, so I suppose I could have skipped that fight.) Back to the quirkiness I mentioned earlier. Unnecessarily tall lifts, the Romero room, long and stupidly narrow hallways, stairs that go nowhere, a hidden broken teleporter, a key door with nothing (useful) behind it, and plenty more. I am all for people including some oddities in their own ‘96 style maps, I did this myself. However, I think there’s a line between including some TNT tropes in your map, and making what is essentially a broken level “because TNT”, and I think you crossed it. Perhaps I misinterpreted your map’s unfinished/beta status as an attempt to be quirky (because if this weren’t being submitted to a project trying to emulate a quirky mapset, I would have assumed it was just an unfinished/poorly polished), but most of these things felt intentional. It felt like there were a few homages to TNT levels, which isn’t allowed per the project’s rules. Also to top it off unless there’s more than one exit, the only exit is a type 11 floor, which I don’t think should any level* should have. Now, let me end off by saying that I think this map is fantastic, but I don't think it would belong in the finished project in its current state. I really liked the flow, structure, and appearance of the map, and I think its strong points are really strong. Lower the usage of TNT quirks, remove homages, and maybe some rebalancing is all this level needs to be a perfect fit for TNT. This may not be necessary (assuming there's enough ammo, with secrets, to reasonably 100% this from a pistol start), as players would presumably have a fair amount of ammo coming into this map, and I know I wasted plenty on enemies that could have been skipped. Some more health would be great, and some more ammo here and there probably wouldn’t hurt. *It makes sense in E1M8, and kind of works in Hunted, since there’s obviously two exits.
  18. dpstatic

    Things about Doom you just found out

    Not something I just found out... I experienced a Mandela Effect regarding the name of the second difficulty level, which I remember being "Hey, not too rough, buddy" as a child.
  19. dpstatic

    Final Doom The Way id Did

    @DukeOfDoom First off, which author were you trying to emulate? Like I said, I couldn’t tell whether it was supposed to be a Dario or a Milo map. If we know which author you’re trying to be, it’s easier for everyone to give you advice. Here’s a few thing I can say that can apply to both Dario and Milo. The aforementioned easiness of the map. Pretty much every time You enter a new room, all the monsters are in front of you, and can often be taken on one at a time, The Casalis often had enemies coming at you from different angles. The Casalis often used chaingunners as snipers, and when they weren’t the player encountered them usually in close proximity. Most of the chaingunners in this map were walking around, and were encountered with some distance from the player. The yellow key room felt especially easy for the amount of monsters in it. When I teleport in, all the monsters have their back to me, giving me plenty of time to think about what to do, rather than keeping me on my toes, like the Casalis always did. Two rockets took out the six chaingunner with ease, and the chaingunners in the back infought with the mancubi. I didn’t have to move into anywhere the revenents could shoot at me until after everything else was dead. The cyberdemon didn’t really feel like it worked in this map. It was mentioned in a much earlier post that Plutonia (outside of the secret levels) really only uses cyberdemons and spider masterminds as snipers, with the exception of the one in MAP06. The cybdemon in MAP06 had more space for the player to maneuver around. In your map the space to move around is small, and with the pillars, the player is always around some sort of wall, making it really easy to take splash damage, even if you are capable of dodging all the rockets. I would ditch the cyberdemon all together. If you get rid of the cyberdemon, move the revenents to the backside of the room, spread the chaingunners out, and have the monsters start out facing you, I think the room would be really solid. There’s also just things that in this map that I don’t think the Casalis really ever did. The railroad Kira brought up being one of them. There’s a lot of walls that zig-zag, which I don’t think the Casalis ever did. The woodgarg texture is used extensively in the map, but I don’t recall ever seeing it in Plutonia (correct me if I’m wrong), this doesn’t mean you can’t use the texture, but it’s not something that should be used often. Whichever author you’re trying to be, look at their maps, play their maps, take note of what types of things they do (or don’t do). You mentioned the dead links on the OP, so I went through and found the page numbers those posts are on. However I would suggest taking the time to read the posts in this topic, especially the first 10 pages, as there’s a lot of observations and analyses that are useful, especially for Plutonia. Alfonzo write up on map homages in Plutonia #1 - page 2 Tarnsman's write up on Plutonia #1: Layouts - page 3 Tarnsman's write up on Plutonia #2: Milo and Dario-isms - page 6 Tarnsman's write up on Plutonia #3: More Milo and Dario-isms - page 8 Crate's write up on Plutonia gameplay and structure - page 2 Plutonia's UV monster usage breakdown - page 8 Also, not a link on the OP, but I made a analysis of Milo and Dario's use of sector heights and brightness on page 17. Hopefully this is helpful. Keep in mind, I'm only one person, so just because I feel a certain way about something in your map, doesn't mean everyone else will.
  20. dpstatic

    Final Doom The Way id Did

    @DukeOfDoom I just played through your map. I enjoyed playing this map, but I think it's missing the mark for Plutonia. It still suffers from the overpopulation mentioned by others, even with the updated version. This map has too many arch-viles! There were so many arch-vile traps in this level, that I could easily see them coming by the end of the level. Also, despite feeling overpopulated, it felt easy. Regardless of where I was, it felt like any active enemies were only coming at me from a single direction, and usually far enough away that I didn’t feel threatened. You didn't say whether it's supposed to be a Milo or Dario level, and I couldn't really tell which it was supposed to be, it didn't really seem like either. Critical bug: The yellow/red key doors with the switches, are marked to open the door with the linedefs on their backsides, which (playing in Crispy-Doom) made it impossible to use the switches. (I had to no-clip to use them) You had a similar issue in the other map you submitted, so try to be more careful about it.
  21. dpstatic

    Final Doom The Way id Did

    You can still submit something. The members who are in charge of this project just aren't focused on it currently, so they may not look at the submissions any time soon.
  22. dpstatic

    Ultimate Doom The Way id Did — Now on /idgames!

    Awesome! Definitely going to be playing this soon.
  23. dpstatic

    Worst Doom Level

    TNT Map08: Metal. TNT has some bad maps, but this has always stood out to me as the worst. Dark rooms and hitscanners in the worst places.
  24. dpstatic

    Things about Doom you just found out

    I just found out that when you get hit, Doomguy's face in the HUD turns in the direction he got hit from. I've noticed the head turning, but just never put it together until I read it. Also recently found out this switch exists in Perfect Hatred.
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