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Mooky

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Everything posted by Mooky

  1. I can't believe this is a "first map". I'm not good at writing reviews, so to put it totally subjective, I like to play maps (well, to quote...) that are "simple and working and fun". Plus, I like maps with atmosphere, and I can't blame this map for not having any! I can only blame myself for being a lame player... but I'll replay the map anyway to get those secrets and higher scores. I don't play every day and I like to save my time for quality maps. Thank you. :)
  2. Mooky

    CYBER HELL - NEW NEW NEW!!! MAP E2M5 Lust BETA

    So I was off for most of August, haven't played DooM for almost a month, and I have to come back to this E2M1... Impressions summed up: "Sh*te! This is Quality with a capital!" The atmosphere, the gameflow... Say no more. Regards, Fan No. 1. (LoL :D ) (PS. And I did actually re-play some of the earlier levels as they had been updated in the meantime.)
  3. Mooky

    CYBER HELL - NEW NEW NEW!!! MAP E2M5 Lust BETA

    Thank you. I'll work on that. I played E1M6 and M8, they are well put together, the atmosphere is as great as in the rest of your maps. I completely failed the one, though (haven't played for a week, it was hard for a start), and I think I just lost the plot on the other. When the green exit sign appeared, I ended up in the area where the map started (I included the screenshot) and could not go back as there was a lockdown on the door. Should've just stepped on a grenade to go back to the checkpoint, I know. I died 19 times anyway, and most of that was falling off the cliffs when running around and shooting with probably 10pc accuracy... I used the chainsaw a lot, thanks for that, I like the logic that we have to go for the biggest demons to end the wave. (Hope that's not a spoiler.)
  4. Mooky

    Olympus Mons Generation Corp. v2 - Q8TJDQXM

    Instant classic. Exactly what I was looking for. The first couple of rooms settle the atmosphere and it keeps on going. I don't want to give away anything for future players, just a few points: - creative environment (I thought only I had this idea how to use windows to buff those dull modules!); - creative use of demons (no random "ah, let's just put a baron there"); - shotgun and double-barrel (all we need); - space to explore; - space to breathe (again, no noob "ah, let's just spawn two barons in this small room" type of thing) - and there's 'suspense' (to use the technical term) -- for example, the last lockdown with the observation area gave me the sh.ts when I looked at the b...ards waiting for me, but then I realised what to do; - in a nutshell, there's atmosphere, variety and balance. It's not a thumb-down, but I did feel sometimes that there were too many lockdowns and waves. I only died once where you pick up the double-barrel. But then the good old boomstick kept me out of trouble, definitely. I started to hate the lockdown events on snapmaps, so I was trying to go the old way with the enemy spawn on my map. But actually your map gave me the idea to maybe go around experimenting with wave events. My score: (I don't know how to insert images, sorry for the link.)
  5. Mooky

    SnapMap Wishlist?

    Let me add something to the list: this cross-platform editor is the most annoying thing ever. The navigation is nerve-racking (as you see). Same goes for the in-game GUI, but at least that was unnoticable as long as you did not want to change anything every five minutes. It would save hours if we had a PC-compatible editing environment. Decent lists of objects, modules, items, props, and I mean drop-down lists that could be customised, and also keyboard shortcuts that could be customised, dare I say, a list of every single object, module, item on the created map with their properties editable (to save going 3D into the module every time you want to change or check something). And, please, have those bl00dy doors disabled by default or at least give us the option to do so! And no freebies, even if they gave us a complete stand-alone editor for Windows to be bought separately, I would not mind. (Just to give the incentive in case they watch this forum, LoL.) Or if nothing else, please fix and improve the snapmap search, it's just disgraceful as it is, in terms of its capabilities (i.e. the lack of them). A hundred maps are uploaded every hour, yet we can't search for authors, can't even list the maps alphabetically, dare I say, bookmark them... Search by keyword, search by type and that's all there is? Honestly?!
  6. Mooky

    Futon's Maps

    Is it the door opposite the rifle... ...or the door in the room with the bridge? They are both locked and I can't find a button next to them.
  7. Mooky

    Futon's Maps

    Strange. I cleared the room with the bridge, but there's no cacodemon. I only encounter the possessed workers/guards and the imps. Then I go to the room where the assault rifle is (there's one more possessed worker spawning and one imp waiting), and there is a door there which is locked. Then I go back to the bridge and both the yellow door and the other one are locked. There's no POI appearing.
  8. Mooky

    Futon's Maps

    It's not even the modules, it's the fact that they only join through doorways. Most snapmaps are not like DooM 2016, but more like "Wolfenstein 2016": open the door, enter the room, kill all monsters, open the door, enter the next room and so on... Anyway... I don't really like the survival-type of gameflow, so I'm not competent in giving a review. I just wanted to ask something: on the first map, Have A Nice Day, right on the start we need to find a yellow key. I cleared the surroundings, but all the other doors were locked. I couldn't get them to open. I re-loaded and replayed the map just in case, but all the same: I am stuck at the beginning, all doors are locked. Am I missing something?
  9. Mooky

    CYBER HELL - NEW NEW NEW!!! MAP E2M5 Lust BETA

    SGNWNEAX It's ready. For a beta-test, at least. Don't expect too much of a challenge. When I fully understand the engine behaviour, I might update the map with more monsters, and I intend to make it larger as well. I used a visual (you'll notice) and the checkpoint logic (all tested). I didn't want to over-complicate it, the AI gave me a headache already. Hint: it is linear but there's room to explore, if in doubt, look for the EXIT signals.
  10. Mooky

    Snapmap suffers from major bugs!

    I can't check it now, so forgive me if I'm wrong, but I think the wave encounters are different from simple group encounters. The strange thing is, in another area of my map everything works perfectly when I trigger 3 custom group spawns + 2 single spawns simultaneously (12 demons altogether, yes) in interconnected modules. But when I do the group spawns as a sequence, now using the kill count method as suggested, it is still random: the first group of 6 spawns at once, some others spawn demons one by one. And yes, it could be the engine vs editor, though. Sorry, it is my first map, I am still learning. I avoid making arenas and lockdowns and waves. Let's face it, the lockdown events are boring and make maps all the same. I want to make a map that (first of all) I can enjoy, and so far I enjoyed those maps where I could decide where I want to encounter an enemy. And I don't mean running away and grenading a baron to pieces when it's stuck in a door that demons can't open... Doors are the other issue to overcome, there's too many, modules can only join through doorways. Edit: as I suspected, the problem arises when I try to spawn demons across several modules as separate encounters. No matter what triggers the next event/encounter, the engine won't handle that. It will fail to spawn the encounter, or it will give random results (even well below the limit of 12). The triggers always work, I tested that: pickups appear, doors open, music starts/stops etc. Sometimes the first encounter repeats, while the later ones fail to spawn any demons. Yep, the "one module arena" type of play seems to be hardcoded.
  11. Mooky

    Snapmap suffers from major bugs!

    Thank you. So they should've named it "on spawning finished", but well... A programmer's mind is not an ordinary mind. You know the story, when the wife says to the programmer: "Darling, go buy milk and if you see the eggs, buy six of them." He returns with 6 packs of milk. The missus questions him: "Why did you buy six of the milk?" He says: "I saw the eggs!" No, it was the "pause/start" icon, not the knife (the description was clear on that). That's why I thought "encounter finished" meant "all demons killed"... In my logic chains, everything was triggered by these switches (door open, music stopped), so I created the living chaos, basically. Well, back to the drawing board.
  12. Mooky

    Snapmap suffers from major bugs!

    OK. So I "snapped" a map, started populating it with "custom group encounters" (because the pre-fab "group encounter" has no decent choices). Each "custom group encounter" has no more than 6 monsters in. When I end an encounter (i.e. "encounter finished" option), I trigger another one in a logic chain (4 altogether). But then the problem is: the next encounter starts when the actual monsters are still alive! So I set an input/output delay for each subsequent encounter, but then I see a random mess of monsters spawning... Is it me or is it the same problem as above? I checked the snapwiki but it's just the same blurb as in the editor: no explanation for what a "finished encounter" actually means. I thought if I set a custom encounter with 5 demons, I have to *kill* them all to make it *finish*, which triggers the next instruction in the logic chain.
  13. Mooky

    UAC Command Post - Alpha 1

    I have just finished it. The level is "a maze-ing" -- I mean the blueprint looks simple, but I have lost my way quite a few times. I think that is the main reason that there are only 3 scores on the leaderboard so far (2 being me and you), people just gave up on it. I had to roam around to look for the blue powercore. The rooms are too repetitive, more variety in using the modules would help. But overall, it is a good try to avoid linear maps. At least I like to explore and hate that most maps are one-way. The only thing that annoyed me: weapons don't respawn. I died 3 times. Once it happened when getting locked up (locked down, whatever) with 2 barons... I snuffed it as the room was too small to run around (they simply jump), then respawned without my weapons, and the rocket launcher was not there anymore, so I had to go against them with a naked shotgun. Apart from that, the level can be done with the only help of the double-barrel (if we spare the ammo), maybe the only exception is the arena with the barrels o'fun. I voted up as this is a level that I would replay. Thank you. :)
  14. Mooky

    CYBER HELL - NEW NEW NEW!!! MAP E2M5 Lust BETA

    Hats off to you, sir (or ma'm, but I don't think Rats is a ladies' name). I just want to say that I really enjoyed the campaign, it is a gem in the knee-deep sh*te that user-made snapmaps are at the moment. The atmosphere and the gameplay brought back the good old DooM. The negatives are rare, I put those down to my particular style of play, plus you improve and re-update them as mentioned. The campaign is begging for a replay anyway. And your maps actually made me think if I should go on myself and have another try at level-design. I gave up on that when I realised that snapmap is just pre-fab with no room for actual design... A massive disappointment that was. But it looks like I'll just have to experiment with the atmosphere, then. And many thanks for the code-pack as I'm an elephant in a china shop when it comes to programming.
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