Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Worm318

Members
  • Content count

    140
  • Joined

  • Last visited

About Worm318

  • Rank
    Junior Member

Recent Profile Visitors

1597 profile views
  1. Worm318

    How to use Boom's displacement scrollers

    Thanks for this thread. I read it just today and for this year NaNoWadMo, I'm doing 2 hour speedmaps picking themes at random and I got "No movement. Turn, use and shoot only". I used conveyor belts for granting the player items and to activate things while moving the player upwards.
  2. I asked Pine first if I could release our map as standalone and he was okay with it, so I guess the same can be assumed about the other submissions. The last post of the CP Thread had a beta build but the link is dead rn. I found a wad that I suspect is the same, it contains 3 maps including a previous version of ours: https://drive.google.com/file/d/1ZdNBhCpIgVw1KUpynGxj7ubat-5qzAJY/view?usp=sharing
  3. The line is shown in the first screenshot in OP. I think we went a bit overboard with size and features in each half as the initial CP didn't have time nor size restrictions asides from the line. Thanks for playing!
  4. Map uploaded to /idgames! https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/rejdevir
  5. Worm318

    Hasty Evil [7 maps] - Beta 1

    I could add another semi-loop for MAP06 "circles" I think. The ending is a boring 64u wide hallway with a single arch-vile after finishing the YK fight. MAP03 was completely made in 2023, so it probably represents the difference in mapping skills and ideas with the rest of the maps mostly done in 2019. I would've really liked to include more nature textures and sprites, but I settled on sector trees to not overextend this project's scope as it was supposed to be a quickie (heh). Other maps also have pieces recently done: MAP02 final loop back, MAP04 outer sections, MAP05 maze-floor fight and most of MAP07 second half were done this and last year. Thank you both for your comments!
  6. Worm318

    Hasty Evil [7 maps] - Beta 1

    Thanks for your feedback! I will see if I can incorporate it for the next beta. I will see what I can do about the progression issues. Maybe make more obvious the entrance to these places with some item trail. I didn't have testers for MAP03. I think I was trying to give better equipment choices with this kind of progression as you can get to a place with lots of rocket boxes this way. Probably I will choose between blue-locking the yellow key or blue-locking the whole white building plus an alternative to get up there. Just to be clear, do you mean this room?
  7. A wad I worked for NaNoWadMo's 2019 and 2023. It's a quick pack of 7 maps, most of them quite short. It features an above average dose of everyone's favorite enemy: the arch-vile. Posting as beta as there is some extra polishing for gameplay and detailing in most maps. Also difficulty settings haven't been implemented yet. I think there is not anything too crazy anyways (e.g. no arch-vile jumps, not required to kill arch-viles with their own blast, not required to know how to nullify arch-vile blast damage). WAD Info: IWAD: Doom2 Compatibility: Boom cl9 Tested with: dsda-doom-0.24.3 and GZDoom 4.1.3 Notes: Custom sky defined in UMAPINFO only. Depending on interest, I can implement sky transfers. Download Link: Beta 1: https://drive.google.com/file/d/1Y0KruP-pVWWklvXppbjPSBYedN2n4tZF/view?usp=sharing Screenshots:
  8. I placed those cacodemons without knowing anything about the south piece as it was not done yet. I wanted to see what happened in the end. No idea if Obsidian relayed the presence of these cacos to that mapper. Maybe the map is this difficult because of these three roaming cacos, and not the 11 archviles like everyone is saying heh.
  9. Heh, my piece feels out of place considering how easy it is. Maybe I should have just slapped an archvile on that fight. I'm okay with editing surrounding areas to make them more cohesive. It is weird how the metal wall in the northeast of my piece is invisible on the other side and becomes a waterfall :v. Anyways, I tested the map in DSDA-Doom 0.24.3 and I have a pair of nitpicks:
  10. I was expecting the necrobump to be for the PCGamer report on the IDKFA trademark by Zenimax
  11. In other communities, there are differentiated popularity polls (or vote counting/rating collection) for overall and annual releases. However, I don't think it's a good idea to apply it here because it's quite ambiguous when exactly a project is truly released (first public version? first beta? first RC? /idgames upload?) or some projects change quite drastically with the pass of time (e.g. Brutal Doom). This is not exclusive to Doom WADs tho. Also, what is heavier? a kilogram of nostalgia bias or a kilogram of recency bias?
  12. Worm318

    Using Torrenting to Distribute wads?

    I can see a use case for torrents: WADs and PK3s not eligible for /idgames due to filesize (and maybe other restrictions like copyright, but that's illegal :p). These kinds of WADs/PK3s can go to a variety of places like: some cloud service (Google Drive, Mediafire, OneDrive, etc), author personal website or ModDB. It can be argued that in all of these sites, the mod files can be lost: Google can ban author's account or lose the data due to technical issues, mod author could stop hosting its website, ModDB is acquired by Elon Musk, etc. However, torrents are not totally reliable for data preservation as they require people to mantain the files in their drives and their torrent clients connected to seed them. So my Brutal H-Doom mod with SLIGE generated maps and Linkin Park mp3s can still get lost if there's not enough interest.
  13. Worm318

    HISPANIC COMMUNITY PROJECT (RC5)

    Congratulaciones por el RC1. Como dije por Discord, una actualización a mi mapa: https://drive.google.com/file/d/1XcIpXIZDYUeOrFm0pjvIGVm-kAQ1cEMF/view?usp=drive_link (mismo link) Changelog: Decoración de la costa al sur del mapa Salida más interesante, aunque algo esotérica quizás xd Niveles de dificultad (se mantuvo versión anterior como Normal) Aumento de munición Varias mejoras y arreglos visuales
×