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Classicgamer6

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About Classicgamer6

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  1. Classicgamer6

    Megalab.wad and Megawatt.wad

    Two pretty good maps from 1994 that have some interesting ideas in them that show the author wasn't afraid to experiment. With some minor changes these two levels could go from decent to good.
  2. Classicgamer6

    Post Your Doom Picture (Part 2)

    I've been messing around with midtextures to create a 3D effect. I can see myself abusing this.
  3. Classicgamer6

    Valhalla

    Valhalla is a dark industrial techbase level that almost immediately sucked me in with its bleak atmosphere and amazing ambient music. Gameplay wise this level isn't too complex with its rather simple monster encounters that in a few spots provided a fair challenge for me on Ultra Violence. My only issues with Valhalla is that there are a few spots where the detailing can impede movement and cause pressing a necessary switch to be awkward.
  4. Classicgamer6

    Umbra of Fate

    Absolutely amazing looking level that manages fuses Quake and Doom aesthetic into one colorful yet gloomy nightmare. The music and detailing is outstanding however, like other people, I managed to get stuck on a piece of trim or oddly placed pillar that almost ended in my death. Gameplay wise this level can be rather challenging in a few spots. Few of the custom enemies present can drain massive amounts of your health in one or two shots which would not be an issue if those particular monsters were placed with less monsters around them. For instance the Pyrosuccubus can drain massive amounts of your health in one shot and they are never by themselves. On the topic of monsters, the Hell Knight and Barons have faster moving projectiles which is an unexpected change that proves to be annoying in a few instances. The last topic I want to touch upon is the final boss. Without spoilers I will mention that I had to enable cheats in order to kill a supporting enemy allowing me to defeat the boss. The reason for this usage of cheats is that the supporting enemy was stuck inside a pillar causing it to not take damage. Overall I give this four out of five stars due to the graphics, music, and the level being a decent challenge. The reason it isn't a five is the couple instances of annoying monster encounters and the issue with the boss, I do concede that last part isn't necessarily the mappers fault but is something I found annoying. In spite of the few issues present I still highly recommend Umbra of Fate to any person looking to see what GZDoom could do.
  5. Classicgamer6

    Atomic Tomb

    Atomic Tomb is a fun E1M1 replacement I highly recommend anyone looking for a short level with nonstop action and multiple routes that you can take.
  6. Classicgamer6

    The Remote Complex

    In spite of being someones first level this is good. It is a standard techbase level so nothing too unique however the aesthetic is rather good and has some interesting use of crates to make the level more vertical. The only issues present are a few unaligned textures and a Cacodemon that I could see but not make hostile. Overall pretty fun level that I recommend if you want to play a something short.
  7. Classicgamer6

    Infernew, a Community Project

    I really just don't have the motivation to work on this anymore. As I mentioned earlier I once again apologize for any inconvenience this may cause but my decision is final.
  8. Classicgamer6

    Infernew, a Community Project

    @bonnie I'm withdrawing from the project. Trying to get my level to work is proving too hard for someone of my skill level and rebuilding it from scratch will be too mentally draining. I was going to make a Slough inspired map as a replacement but unfortunately I have no ideas for it besides a very basic layout which I heavily doubt my ability to expand upon. I apologise in advance for any inconveniences this may cause.
  9. Classicgamer6

    The Remote Complex - My first Doom map

    I attempted to play your level however it crashed my Chocolate Doom after I exited the yellow key room. Also the hell knights in that room were stuck in the ceiling. From what I did play though I can say that your architecture is pretty nice.
  10. Classicgamer6

    Infernew, a Community Project

    I posted an updated version of my map. It fixes the visplane overflow by the yellow door but not the one on the ship, I am looking for help on how to fix that one. Other things to note is that I can boot this version in Chocolate Doom. I also fixed the teleporter not working and being stuck in the boat area. One last thing is I want to thank everyone who has offered advice on how to fix my level it is really appreciated.
  11. Classicgamer6

    Infernew, a Community Project

    Well I'm not clever so I'll just remove the trim from each building that has it and some other minor details to reduce the file size and drawseg issue.
  12. Classicgamer6

    Infernew, a Community Project

    See I read that joining sectors would help which is what I have been doing as a fix. I did just fix the door area right when I read your reply, all I did was add a few pillars and that fixed my problem.
  13. Classicgamer6

    Infernew, a Community Project

    I've been taking a look at it and trying to fix the visplane issues. Problem is I can't figure out how to fix it. I however have adjusted the boat secret to give a blue armor instead of megasphere in addition to fixing both the lift and missing door texture. I'll give a link once I can find a fix for the visplane overflow.
  14. Classicgamer6

    Worst editor?

    I feel like Doomkids video on using old Doom editors is appropiate. I'm not an expert on DOSbox but I remember seeing a comment on the video that mentions running DOS virtual machine would yield better results.
  15. Classicgamer6

    Infernew, a Community Project

    Name: Morte (UPDATE 1) https://drive.google.com/drive/folders/1C17sGSi_EL6d1fCvxxEZIiQq02bJ5tHE?usp=sharing Inspired by: Mt. Erebus and Pandemonium Build time: 3 weeks (I lost motivation part of the way through) Music: Nobody Told Me About ID Co-op support: Starts only DM support: limited Description: I attempted to model the level after Infernos unnatural architecture. I'm hoping to have this map sit at the end of an episode due to being themed after Mt. Erebus. Demo: Included in link, tested in PrBoom 2.5.1.4 Map was mostly tested in Boom for Demo reasons. Screenshots
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