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mgr_inz_rafal

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About mgr_inz_rafal

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  1. Good to know, thanks. I've been using scripting trickery to achieve this effect...
  2. mgr_inz_rafal

    [Request for testers] No-name vanilla map set

    Thank you @Suitepee for your test-playing the maps. I'm definitely gonna fix these hanging corpses. Thief is an awesome game, btw :)
  3. mgr_inz_rafal

    [Request for testers] No-name vanilla map set

    Thanks for your video review, much appreciated, @meapineapple. Some comments: Regarding the waterfall textures not animating, I think I fell into the same traps as with custom switches on MAP02. Should be a quick fix. The little caves with teleports blend too much with the environment, indeed, even though there are the torches. Fixed that with some lighting adjustment I also need to think about how to make the running back and forth less tedious. I liked the comment about folded displays :) And, as usual, I see some places to improve, because - you know - the assumptions you make about the playstyle of others are nearly always wrong :) Finally, as a "thank you" for your testing effort - a little spoiler for secret areas that you've missed (mind the blue banner), despite being so close :) Still, many more to discover, though.
  4. mgr_inz_rafal

    [Request for testers] No-name vanilla map set

    Hello Folks, Here is the MAP01 ready for testing: https://www.doomworld.com/applications/core/interface/file/attachment.php?id=64116 The objective here is to reach the base (MAP02) through the sewers/cave system. Any comments appreciated, especially those about balancing. I'm not sure if having a cybbie in the opening map is a good idea :) As usual, thorough exploration gives benefits. Here are some screenshots:
  5. mgr_inz_rafal

    [Request for testers] No-name vanilla map set

    Hello again, After all, I decided to fall back to use the original switches only, as a simplest and most compatible solution :) MAP02 got some slight visual updates and item/enemy rebalancing and is now considered finished. Comments are still welcome, though :) https://www.doomworld.com/applications/core/interface/file/attachment.php?id=63577 MAP01 is about 70% complete with regards to geometry. It'll take you to MAP02 through the sewers :) Here's a teaser:
  6. mgr_inz_rafal

    [Request for testers] No-name vanilla map set

    @DynamiteKaitorn Sorry, I must have deleted the .wad extension by mistake. The file is now corrected and this is the updated link: https://www.doomworld.com/applications/core/interface/file/attachment.php?id=63386 @Kappes Buur Thanks for your suggestion, I'll double-check that and will eventually replace the switches. There is, however, the corresponding SW2MEGA texture with opposite switch states included. Crispy and GZDoom handle this correctly.
  7. mgr_inz_rafal

    [Request for testers] No-name vanilla map set

    Hi Guys, Thanks for the feedback. Based on the FDA demo I made some changes to the map and modified the first post accordingly. Changes: More guidance to the player about where to go next SR40 jump possibilities removed More secrets! Playable in GZDoom (I didn't use the ZokumBSP this time) Direct download: https://www.doomworld.com/applications/core/interface/file/attachment.php?id=63357 As usual, any additional feedback is appreciated! PS. I see that while playing with Chocolate Doom the switches from SW1MEGA texture are not changing their appearance upon pressing :(
  8. mgr_inz_rafal

    Titanic Doom (Official Update Thread)

    This is some crazy stuff!
  9. mgr_inz_rafal

    [Request for testers] No-name vanilla map set

    @NoisyVelvet Thank you for the FDA. I already spotted some places to improve, especially to protect against the SR40 jumpers as good as you :) At least the RL stayed out of reach :) @Kappes Buur It seems that all these "unclosed sectors" and "overlapping vertices" errors only show up after I process the map through ZokumBSP, and this makes the entire map flicker terribly and renders it unplayable in GZDoom. In the future, I will double-check how to use ZokumBSP properly or if I should use it at all. For now, the map stays playable with Choco and Crispy, as even the SW renderer in GZDoom loses this uneven fight against incorrect sectors :) I will update the original post accordingly.
  10. Hi, From time to time I have some hours to spare in the evenings, therefore I decided to build a 3 to 5 map set for Doom. Ha, that's unusual :) My assumptions: Vanilla compatibility Vanilla style by means of abstract architecture, not perfect texturing (but not sloppy at all) Classic "slightly infested" techbase theme Moderately harder than original vanilla maps WAD that is actually playable No difficulty settings (that has always been a hassle for me to balance properly) Coop support and good difficulty progression Packed with rather easy to find secrets, rewarding thorough exploration instead of rush runs Due to #5 I decided to ask you for some beta testing. Current status of the project: MAP01 - in progress - magister_beta_03_MAP01.zip MAP02 - FINISHED - Download: magister_beta_03_MAP02.zip MAP03 - planned There's no custom sky or music yet. The mapset uses Gothic and CC4 textures (these are embedded into .wad). I suggest playing either Chocolate Doom (with savegame limit fix), Crispy Doom or GZDoom with "vanilla essence". Any advice, comments, suggestions are more than welcome! Some screenshots:
  11. mgr_inz_rafal

    [New Map] Profane Abyss of The Satan - Single Player, Vanilla

    And here is my playthrough covering all secrets. Enjoy!
  12. mgr_inz_rafal

    [New Map] Profane Abyss of The Satan - Single Player, Vanilla

    Thanks, @Suitepee for playing the map! It's very useful for a mapper to hear the live comments of the gameplay. This gives me a big lesson on how other people approach maps and that making assumptions about the behavior of other players could be very misleading. For example, I assume that players explore more and don't kinda play in rush, therefore I placed the PlasmaGun in a very easy to spot secret, having in mind that it'll certainly help to beat the Spider. BFG was hidden a little bit more comprehensively, but again, available through a button in plain sight. The idea was that without looking for secrets the map should still be reasonably easy to beat, but only with up to the Rocket Launcher. Damn, I consider most secrets in this map easy ;-) Anyway, thanks again. You just earned a new follower :) I will revisit the forum thread about good applications of the Spider ;-) Aaa, one more thing. This might be due to some compatibility settings, but in general, Pain Elemental should be able to shoot the Skulls through the wall assuming that he's close enough. See the video below (time=6:42). But I agree that the placement was rather awkward. https://youtu.be/wHqaFGUVEqk?t=402
  13. mgr_inz_rafal

    [New Map] Profane Abyss of The Satan - Single Player, Vanilla

    OK, here it is, thanks. I see that my main goal was achieved - make sure that the player barely ever runs out of enemies to kill :) Soon I will try to record my run with all secrets revealed.
  14. mgr_inz_rafal

    [New Map] Profane Abyss of The Satan - Single Player, Vanilla

    @Ozku Thanks for your effort to run through the map and record the demo. Do you mind if I record it and put the video on YouTube?
  15. Hi Folks! Let me present my recent map. This is a generic, slightly infested techbase map created with Vanilla compatibility in mind. I think I overcomplicated it a little bit so you may ecnounter some minor rendering glitches, but there should be no crashes due to visplane overflow. As usual, the savegame limit might cause problems. Map is rather easy, although you might suffer a little bit from the ammo starvation in the first stages. Just don't immediately kill all enemies you see and leave them behind. In just a few minutes you'll be able to come back with full gear available :) The map is designed for single player and there are no difficulty settings implemented. File location: http://chabowski.eu/DOOM_custom_maps/Profane_Abyss_of_The_Satan/profane_abyss_of_the_satan.wad More awesome content: http://chabowski.eu/custom_doom_maps/ As usual, any feedback is greately appreciated. And some pics:
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