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About Forli

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  1. Forli

    Desecrated Station (Gzdoom Map) Out now!

    Just finished playing this map, I don't usually play maps for gzdoom so it was interesting to see the use of 3d floors for detail, the way this looks (and a bit of how it plays) actually reminded me of those silver techbase maps from cc4, my only complain is that it took a while to get a weapons, pistoling imps and demons can get a bit tedious. There are a few places were I could walk trough some handrails: Also, if I press the switches for some of the lifts and then walk off before they rise I don't think I can get back on.
  2. Forli

    4 Seasons of DOOM (beta boom wad)

    @WH-Wilou84 Now that you mention it, there's been a lot of stuff coming out recently. I should probably give it some more time to see if anyone gives me any criticism for this.
  3. Forli

    4 Seasons of DOOM (beta boom wad)

    Updated the file again with some minor fixes. I thought that I would need to make some adjustments to the gameplay, but if nobody says anything I guess I'll just upload the final version as it is right now.
  4. Forli

    4 Seasons of DOOM (beta boom wad)

    Just updated the file, changed some of the things that were mentioned here as well as some I noticed myself, such as adding a way back after reaching the exit on map 3 and adding some midtextures on some impassable linedefs in a room of map 4.
  5. Forli

    4 Seasons of DOOM (beta boom wad)

    @Memfis Thank you for the demo. Those marines are carrying flamethrowers, which means they are also carrying fuel that would explode when shoot (by doom logic at least), and any reason is good enough to make things explode. In case you're wondering, the midis for each of the four maps are from vivaldi's four seasons, I used the second movement of spring which may be difficult to recognize.
  6. Forli

    4 Seasons of DOOM (beta boom wad)

    @Pegleg The main one I used was ghotictx, but also some from cc4 and some textures I had used in previous maps, and some recolors... I think most or all of it can be found on realm 667. @rdwpa That metal structure may be difficult to alter because there would be a lot of linedefs crossing each other and that could cause some trouble... , the lights in the last pic are indeed scrolling, I don't think they look bad, but maybe they could be orange instead? As for the library, does it look better if I ad some of these yellow window things?
  7. A set of 4 boom maps themed after each of the 4 seasons. -Tested with zdoom and prboom+, IWAD is doom2 -The maps are designed for pistol starts (but you can play continuous if you want) -Difficulty settings are implemented -The maps are a bit long and can be a bit tricky at times so make sure to save often -Also, there are a few custom monsters, make of that what you will... Download: http://www.mediafire.com/file/d19d890370bztk5/Seasons.zip/file Screenshots: Please let me know what you think (some stuff may be changed for the final version), hope you enjoy it.
  8. Forli

    What do you think DoomGuy couldn't win against?

    That pillar in front of him while he's holding a rocket launcher.
  9. Forli

    Post Your Doom Picture (Part 2)

    I do think that all the time :( But don't worry, those look good.
  10. Forli

    Post Your Doom Picture (Part 2)

    For a wad with only 4 maps, this has taken far longer than it should have, but I'm finally starting to get close to finishing this.
  11. I don't really try at all to make my layouts look good, I think this is the best one I have.
  12. Forli

    Spanish-speaking Doom community?

    Well, I'm from Spain, but I don't know about any spanish communities.
  13. Forli

    Post Your Doom Picture (Part 2)

    For a summer themed map, I figured I'd do a beach area, but I wasn't sure how to make it look or play well, I ended making it like this.
  14. Forli

    The DWmegawad Club plays: Struggle

    MAP29 : Alpha Scorpii Monument A long and difficult level as expected of map 29. The first part is just progressing on another blue castle with a bunch of small ambushes on the way, things get interesting when entering the red caverns (I like the transitional blue and red texture). Maybe it's just me but the red key fight seems a lot tougher than anything else in this wad, I had to figure out a very specific route to kill as many enemies as possible while still being able to move, it actually felt like I was playing sunlust for a moment. At the end of the map there are various crazy encounters in succession, like a large number of ophidians, an indomitable mastermind and 2 leviathans, but these almost feel like routine at this point. MAP30 : Ignis ex Antaresia The way this boss looks like it's constantly breathing a stream of fire is really cool, but actually fighting him seems to be mostly luck based, maybe I misunderstood something, but it seems like I was depending on the boss pain chance and random zigzagging to avoid being reached and dying instantly. So yeah, this was a very good wad, the textures look great and are used well and the encounters are design well to be consistently challenging and entertaining. The only complain I have is what has been mentioned already a few times, both the visuals and the gameplay can get a bit repetitive at times, more unique stuff like that minicity on map 17 would have helped with this, but that would have been really difficult and there was already more than enough effort put into this mapset. As for the custom stuff, the weapons and ammo capacity helps to make the game more balanced and the gameplay to feel fresh compared with the usual stuff. The monsters were more hit and miss,I do like them, but I think too many of them are variations of "fires projectiles at you in a straigh line", while the variations on movement/projectile speed, health and damage makes the danger from the monsters vary, the strategy to fight them is mostly the same. The most useful new monster is the elite chaingunner as it fills a role of dangerous low tier monster that is missing from doom2. Mostly I'm impressed by the time and effort that must have gone into this, I'd like to make my own megawad someday, but I'm scared of the commitment that would be required, so congratulations Antares for actually pulling it off.
  15. Forli

    The DWmegawad Club plays: Struggle

    MAP27 : Legions against One Actually a rather small map, but the monster count means it'll still take a while to beat. This map made me really notice the differences between the leichenfaust and the bfg, at the start we can see that it's actually even more powerful when you get the chance to fire at a big goup of monsters from a distance, but in the first side room fight it becines clear how dangerous it is when the enemies are closing on you, unlike the bfg it can't be use to open a path when cornered. The last room is all about doing massive amounts of damage before the invulnerability runs out, and that includes provoking infighting, the megasphere might as well not be there as you'll die in an instant. MAP28 : The Antaropolis This was clearly inspired by sunder map 28 10, it also looks impressive when looking at the tower from a distance, but unlike that map, this one also looks good when inside. The map consists on a series of setpiece fights, but not quite as tough as the ones in sunder, or as the ones on the previous map really. a lot of the fights allow to backtrack and kill the monsters as they come from the area where they appear, I didn't try this tactic so I'm not sure how well it would have worked.