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Nine Inch Heels

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About Nine Inch Heels

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  1. Nine Inch Heels

    Share a random fact about yourself

    I just wanted to share my newfound appreciation for bananas. Bananas are such a healthy and versatile fruit, with lots of ways to use them to great effect and in entertaining ways, even. Flavour, texture and consistency are simply unique. If you didn't already, have a banana today. Bananas, ladies and gentlemen, then you know what's up...
  2. Nine Inch Heels

    Any DMP2019

    did you ever play any RJ maps on zdaemon and then tried them with zdoom, or is this just "guesswork"?
  3. Nine Inch Heels

    Any DMP2019

    How does rocket jumping work in zdoom? is it anything like zdaemon at all?
  4. Nine Inch Heels

    Doom Rebalanced - A simple vanilla-styled rebalance mod

    Well then... At first I thought that even if you change everything in a subtle manner you can still end up with roughly the same gameplay feel, but the more I look at your list of stuff that you rebalanced, the less confident I am that we're thinking of the same thing when talking about Doom's "core gameplay". Literally every change you made is changing the core gameplay, at times even drastically. Would you mind telling me what aspect of the core gameplay didn't get changed? Because I'm struggling to find one... I mean you changed weapon behaviour, you removed almost all of the RNG, you also changed item-pickup behaviour, behaviour of armour, infight behaviour.... Literally the only thing you didn't touch so far is player movement. Dude, mod the game however you like. Just saying that you're doing false advertising with regards to leaving the core gameplay "untouched".
  5. Nine Inch Heels

    is there any very hard wads where they have 3000000 or more

    none of scythe's maps are anywhere near as hard as the maps behind the links I have provided. (Also true for scythe II, fyi)
  6. Nine Inch Heels

    is there any very hard wads where they have 3000000 or more

    https://www.doomworld.com/files/file/17859-esp/ Bonne chance...
  7. Nine Inch Heels

    Best Intermission Text You've Read/Written

    And nobody is surprised... :P
  8. Nine Inch Heels

    Widely considered hardest WAD of all time?

    that WAD is shit and was made by an asshole, and also it's not hard.
  9. Nine Inch Heels

    Mappers' first world problems

    If you value your time you should definitely do this. Just move player start, launch map, IDKFA, count ammo/health/armour after testing the area, place items accordingly, give it a checkmark, move on... Repeat for next section.
  10. Nine Inch Heels

    My W.I.P mega wad project

    I played all the maps real quick, there was some interesting stuff to be found in terms of ideas. Execution of these ideas is a bit "iffy" in places, but anyway, here are some tropes I noticed that may be worth reconsidering: -Doors: Just about all the doors are pretty tight. Makes moving around a bit uncomfortable at times, and also doesn't always look very nice. So, wider doors is something I can recommend for maps such as these, which aren't otherwise looking to make getting around "annoying". -Corridors: So, there's quite a bunch of these to be found here, and truth be told: Corridors are something you're going to want to keep at a minimum, unless you employ tropes that call for corridors in particular. More often than not corridors make for very one-dimensional gameplay regardless of how wide they are. -Lifts: Some maps have lifts that travel for quite a bit of time. Waiting for lifts, and spending what feels like minutes in them does happen IRL in a way, but it's probably not something you're going to want to put in a game like this. So anything that results in "waiting rooms" is usually worth speeding up in some way shape or form. -Visuals: Some maps have a very same-y texturing, other maps seem a bit like texture clash, and it's not just the screenshots. Coming up with ways to make different textures fit together in a way that seems "logical" is a very valuable asset to have, and there are lots of WADs around that you can look at for inspiration. I also noticed you did some "micro detailing" in places. Small crates, a few stones in front of waterfalls and such, that is nice to have, but it is also worth noting that these can look really out of place when the room they're in has almost no visual features. You don't need to do extreme amounts of detailing overall, but finding a balance may help. -Gameplay: I played the maps ignoring basically everything that isn't a hitscanner. Even though ammo is readily available (assuming continuous play), I never felt like killing things unless I really had to. What your maps are asking for is something like "highlight fights" that stand out. Virtually all of the combat you made is incidental, so try and give players something to sink their teeth in. With that many resources you can afford to be a little mean here and there ;-) -Jumping and crouching: I'm neither for nor against those, but it's probably good to mention that these features, which aren't a core part of classic Doom, may be required for these maps of yours. If it was mentioned in the readme I must have missed it, but I generally recommend putting these informations in your original post as well, just to be on the safe side. Some of the stuff I personally liked: -MIDI choice. A bit "cheesy" perhaps, but why not have some tool or guns'n'roses? -Concepts: Having people travel through a town of sorts, including rooftops, was nice. Having to search for some keys in "hidden" places is fine by me. All the hidden keys were easy to find with the automap as it were. I never got stuck in any map because I couldn't find a key. I like it when people encourage using the automap at times. Some teleports you used were REALLY covenient, and I highly appreciate being put in a spot where I needed the very key I just now picked up, rather than having to backtrack all the way. Good job there, "quality of life" stuff where it makes sense is good to see. A little bloodbath here and there. Maybe it's not super engaging to mow down a cluster of former humans with a plasma rifle, but it sure does quench the little bloodthirst inbetween wholesome meals. Interesting "remix" of Doom2 map 01. Something you may wanna have a look at: Here's the most basic editing tutorial possible, and any other advanced format people choose to use still benefits from knowing about this one a lot, because it explains fundamentals which apply to all formats out there: Planning maps in a "draft" really helps with creating layouts that "make sense", and offer an interconnected feeling, assuming that is what the mapper wants to begin with. Knowing at least roughly what goes where also helps with texture use, since you have a general idea where caves are gonna be, where buildings are gonna be and so on.
  11. Nine Inch Heels

    DOOM II demos [-complevel 2]

    If I'm not entirely mistaken Looper uses the same kind of strat that zeromaster used in his recent tool-assisted run. So it basically is already a tas-strat.
  12. Nine Inch Heels

    Why I hate the term "mapper".

    I'm for mippity-mip-mip-map-mapper
  13. Nine Inch Heels

    Classic Doom Difficulty

    Alas, there is no hope for this one anymore. :P
  14. Nine Inch Heels

    how does everyone have perfect aim in quake 1 multiplayer?

    Be more generous with mouse speeds if you're having trouble turning fast, but don't just go all-in. Find a comfortable speed and get accustomed to it. Make sure to be good with higher tier weapons, especially lightning gun and anything that consumes rockets. Learn the dynamics of the map, and develop a pattern that allows you to stay in control of valuable weapons, armour and health to deny your opponent frags in slower maps, and develop strategies for maps that play faster that allow you to get and stay ahead. Learn the intricacies of a map: What can you see frome where? What's the fastest way to which item? Which locations get the most action? When engaging in fights, agression is usually more valuable than defense (except for "grindy" maps at times). Force opponents to play by your rules, because if you're too passive you'll get killed eventually. Making your shots count is more important than trying to dodge everything. Learn what manner of damage which weapon does and try to force opponents into unfavourable (for them) "shootouts", while avoiding those yourself. Stay on the ground as much as possible. Mid-air targets are way easier to hit than a target that can change its path at any given time. Bunny hopping is for when you know it's safe to do, but it's not for 100% of the time.