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About MaeveOfSwords

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  1. MaeveOfSwords

    Want me to play your Map ?

    This is very generous of you :) I'd love it if you could have a look at my map and give me some feedback, its a single map but quite large, with a variety of environments and encounters. (recommended GZ Doom), and you'll want freelook and jumping enabled. I haven't implemented difficulty yet because I need feedback on how easy/hard it is as is in order to calibrate it. https://drive.google.com/open?id=0B6Py_bjA0xTAVThHQjlBU1lHVjg Its thread is here https://www.doomworld.com/vb/wads-mods/91962-citadel-wad/
  2. MaeveOfSwords

    Story telling elements Doom can excel at in the next game.

    Except I'm not talking about the 90s Doom, I'm talking about Doom 2016 and that the same philosophy of story telling was clearly inherent in its design, they were reluctant to get into any kind of deeper motives or backstories beyond what was strictly necessary. Therefore I don't think it likely that they will make any attempt to deepen the story.
  3. MaeveOfSwords

    Anyone else liked the original imp better?

    Honestly liked the Doom 3 imp better than the Doom 2016 imp, and an updated original imp would have been still more preferable. The new one feels to insect like for a start, and way too generic, I can't point to anything but it feels very "seen this before"
  4. MaeveOfSwords

    Story telling elements Doom can excel at in the next game.

    They killed my love is the most over used story motive right next to "they wiped out my village". While Carmack had limited involvement with the Doom 2016 his philosophy expressed in his quote: "Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important." Is very much present in the design, story outside of the database entries is extremely thin on the ground, especially at the start, the game opens with almost no explanation of where you are, who you are, or what the hell is going on. So I very much doubt any sequels are going to contain story more substantial than what we saw so far. Doom Guy doesn't need a motivation beyond what was provided, he is an ultimate warrior from a culture consumed by Hell, imbued with power by the Seraphim to smite evil at the cost of never knowing peace. He is doomed to be eternally at war with evil, which suits him fine. Anything more is superfluous by the standards of minimalist story telling we've seen so far.
  5. MaeveOfSwords

    Do you consider Doomguy as a GOD??

    Doom Guy is a nobody, a generic meat shell steered by a consciousness...yours. Any godliness of the Doom Guy is really that of the player...so, we are all gods?
  6. MaeveOfSwords


    Having just this week had a chance to start playing Doom 2016, I wanted to say I did not copy the boss fight with the mastermind, with the variably appearing pillars, that was a surprising coincidence.
  7. MaeveOfSwords

    Star Trek Doom Project (GZDoom Doom 2 mod) v0.4b WIP

    Holy shit! This looks awesome. Can't wait to check it out when I get the chance.
  8. MaeveOfSwords

    Cruelest Thing You've Ever Done to the Player?

    A sequence of small rooms, each appears self contained, but as you enter an new one opens up, each contains progressively better pick ups but each also has a darker more threatening theme, each is a certain trap, but the trap doesn't spring, until the final room which contains a BFG. The player would assume once they pick it up a trap will be sprung. But no, as they enter the platform the BFG is on rises out of reach and then the player is teleported to an arena.
  9. MaeveOfSwords


    Thanks for the feedback. I've gone through the map and realigned the textures, I hadn't noticed how the bad the horizontal misalignment was.
  10. MaeveOfSwords


    Hia all This is my first WAD, I've worked on it a few hours a week for the last six months, just as a creative side project to keep myself sane during the end of my degree. Its just one level, though its quite large. I'm not sure how much fun it is, I was just creating what I thought were interesting environments, traps and encounters, learning how to map and making it up as I went. (I did go back and edit/fix earlier parts when I learned better techniques) I'd really appreciate any feedback anybody could offer to help me polish it. Note that this is a single player map built and tested for GZ Doom. I strongly recommend you have free look enabled, and you will need to be able to jump. Click here to get the WAD Screenshots
  11. MaeveOfSwords

    *** The "ask a miscellaneous editing question" thread ***

    Ah! Thank you so much :) I'm new at this.
  12. MaeveOfSwords

    *** The "ask a miscellaneous editing question" thread ***

    Hi all I've created a MAPINFO lump (implemented with SLADE3) for my wad (developed for ZDoom, however since inserting it into the wad the sounds for doors, elevators, platforms no longer work, and the end of level score screen doesn't appear when finishing the level, it just goes to level 2 right away. Any idea whats going on? (MAPINFO text below) map 01 "Citadel" { levelnum = 1 par = 390 music = "d_messag" next = "map02" }