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grahf

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  1. The fast non-homing projectiles from Revenants in Struggle are awesome. I hate the stupid homing attacks... With the fast projectile you can dodge quickly and fire, and not worry about getting hit in the back. It actually encourages the opposite of what OP is complaining about - I play more aggressively and faster with this change.
  2. grahf

    [RELEASE] Eviternity RC1

    Yes, I must have got that bug too. I remember thinking that fan room was really anticlimactic and how could I have missed like 40 monsters? I could hear them as I got close to the exit. I noclipped and found them in a big empty room... So whatever trigger was supposed to teleport them into the fan room didn't work for me either (gzdoom 3.5)
  3. grahf

    [RELEASE] Eviternity RC1

    Dehydration is crazy. Obviously it's an amazingly well-crafted map. But honestly it feels like it could be spread out into 2-3 maps easily. I think I killed 500 enemies before I got the first keycard! I finished it at 83min, and there were a fair number of reload in there so easily it took 100min total. I think it would be an awesome standalone map but I'm not sure about how it slows down the pacing in a megawad. I should also mention, I got no lag at all on this map - gzdoom 3.5, i5-3570k CPU and GTX 1070 GPU. edit: Also on Dehydration music - this is another area where epic 100min maps suffer. I like the music track for it. But my god, after 100min it is just too much of a good thing. Conversely if it was split out into smaller maps you could have multiple music tracks.
  4. grahf

    [RELEASE] Eviternity RC1

    Agreed. Firstly on the Astral Cacos, it's a bit much combining their mobility and their massive firepower. I would be fine if they were toned down a tad. On this encounter and MAP14 in general. I really like the map, even though it's a much different style (more arena-like, than the Dragonfly exploration focus). But the difficulty is way out of wack. I finished the first episode on HMP, raised that up to UV for the 2nd episode - and finished many of the maps without dying. MAP14 is insane. I lowered it back to HMP and still it was incredibly punishing. I think the difficulty spike is just too much, such a great map and megawad deserves a bit more tuning here IMO. On that note, MAP15 is also extremely difficult. Like 1/4 of the way through on HMP, I just said screw it and IDKFA'd it. Even with BFG and full ammo the encounters were ridiculously overpowered. Obviously the map style is again quite different, this time slaughter. I think style changes are ok in a megawad but difficulty spikes are not ideal. Once I got to MAP16, everything went back to a smooth difficulty curve (on MAP18 now). Just my two cents, curious to hear how others found this section of the megawad.
  5. grahf

    [RELEASE] Eviternity RC1

    Hey here are some screenshots I took while playing through Ep 1 and 2. Now on Map 12 - what an amazing megawad so far!
  6. grahf

    OTEX texture set released!

    The techbase textures from Map06 of Evilternity. Holy crap! The style is so cohesive, so awesome. I could see this stuff in one of those new Doom/Duke-like retro games (Ion Maiden etc) being released on Steam commercially. It's THAT good. :o
  7. grahf

    [RELEASE] Eviternity RC1

    Played the first 4 maps and have to say this is really an incredible start! Love the textures, level layouts, difficulty (playing on HMP). Really nothing to criticize! Well maybe the maps are a little bit too dark in areas... But that could be down to my sector lighting mode. @Dragonfly what GZDoom lighting mode should I use here? I usually use 'Doom'. Also a shoutout to the musicians involved. Awesome tracks so far, as gritty and metal as MIDI can get!
  8. grahf

    [WIP] Eviternity - A Boom Format Megawad

    Really amazing this will be done in around ~5 months. I assumed something so ambitious would be done in mid-2019, if that. Incredible work Dragonfly and everyone else who helped out!
  9. grahf

    Has PBR for Doom been a disappointment so far?

    Cool thanks for posting! So having worked with PBR weapon sprites successfully before, do you think it's doable to 'retrofit' the Doom weapon sprites with PBR or is it a wild goose chase unlikely to be worth it?
  10. grahf

    Has PBR for Doom been a disappointment so far?

    I have seen videos of Amid Evil and had no idea the weapons are sprites. That's really impressive! I think the effect would look really cool in Doom but of course for Amid Evil they almost certainly 3d rendered their weapons and it was easy to export normal, specular for each frame. Whereas for Doom, creating normal/specular for the existing weapons would be a much bigger undertaking
  11. grahf

    Has PBR for Doom been a disappointment so far?

    Can sprites be PBR? I guess you'd have to draw a depth-map by hand for every frame? It would be interesting to see if this would be possible and how it would look.
  12. I'm halfway through Struggle and have been just blown away by the quality! Wanted to give some feedback: The balance changes to the weapons and the enemies is across the board a great change! I love that the enemies mostly have less health while being more deadly. And the weapons all feel better and more useful. For example Revenants are so much more fun and satisfying to fight without that stupid homing attack and the unpredictability of which attack they will use. Honestly if the weapon/monster changes were rolled into a mod, I would run it on Vanilla maps - thats how big an improvement it is IMO. The levels are absolutely top-tier. My favorite megawad in terms of levels is Valiant, but after Struggle I'll possibly have to re-evaluate. The progression through them, winding back and forth and opening new doors is a really cool style. My slight complaint would be sometimes the monster closets are just a bit much. Like you clear out one, and another one is right around the corner. And the next corner. Sometimes it just feels like it is impeding the flow of the level, constantly turning around and dealing with the new threat. I really like how often when opening doors you have enemies placed perfectly close together for a SSG blast, or a barrel right next to several enemies. It feels really satisfying opening a door and quickly dispatching a series of enemies and I can tell this must have been a design decision. The visuals are amazing with mostly stock assets! The difficulty is really well done. I'm playing Skill 2 and it's quite challenging but usually not frustrating. I know you were likely going for a specific look with the new weapon sprites and the intropic, but it just doesn't look right :/ The resolution is off somehow and it doesn't really fit Doom. And there are very few frames on most weapons. Personally I'd prefer to play Struggle with stock weapon sprites. Considering how awesome the rest of the package is though, it's pretty easy to look past this. Have a great weekend and thanks for your months/years worth of effort on Struggle!
  13. grahf

    Has PBR for Doom been a disappointment so far?

    I think 3d models and HD textures in an old game like Doom will always look out of place. But I echo those above who are saying that PBR materials done tastefully, at lower resolutions, can definitely add something special to a Doom level designers toolbox.
  14. grahf

    Doom Slayer Chronicles

    I don't have time to try the mod right now (hopefully soon) but I just wanted to say @bifurcator has a really amazing attitude for a modder. Taking constructive criticism and ignoring the non-constructive stuff is great to see!
  15. grahf

    Counterattack - Now on /idgames!

    Hey @Mechadon what sector lighting style did you intend this to be played with in gzDoom? I usually use 'Doom' but for this WAD that seems really dark... Just wondering your preference?
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