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Dopaminecloud

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About Dopaminecloud

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  1. Now that my UVmax playthrough is completed I can give my final thoughts, so spoilers ahead I guess. I really, really like this. You could call it gimmick-y, but if the gimmicks are never painful (not more so than any difficult fight would be at least), that just means there's a ton of variety. The difficulty and visual interest dipped a little in the middle of the wad, but even there there's a couple of memorable levels (obviously the light switch one for example). The general design is always super tight, there's only one or two moments where the intended progression isn't immediately obvious, but it's never obscure. The story works well too. I don't really care for story with my doom, but getting to play the first lad again after all the self sacrifice gives strong motivation. Favorite gameplay: Maps 2, 11, 16, 29 and 30 for sure. Plenty of other more standard ones that were fun too, but these ones I'll remember. Favorite visuals: Maps 8 (lol), 18, 20 and 25. 25 being my absolute favorite. Last shout out to some straight up fun nonsense design like including shops, treasure hunting and an imp friend.
  2. I beat the first episode. Really enjoying it so far. The texture-less section is definitely a little disorienting but because I got through it without dying on the first try it's probably fine. People ought to play this.
  3. Dopaminecloud

    Best custom music in a Doom wad?

    Oh baby. Not the usual doom sound but this is one of the few maps I replay mostly for the music.
  4. Dopaminecloud

    Mountain Base - My first release

    Lovely. I'd play an episode or two of maps like this. I liked the over and under progression at the start of map two, as well as its moody outdoors area. Perhaps too many teleporting monsters towards the end? I always prefer it if they're introduced to the area more organically (things like the arachnotron in the outdoors area is always fine as you don't see them teleport in). Not every room needs to be trapped either. Although I do like me some traps.
  5. Dopaminecloud

    DOPADOOM2.WAD (5 Boom Maps)

    Thanks for the kind words Ed_Deth and thanks for the feedback rdwpa. Your ranking of the maps are the same as mine. The first 3 maps are the oldest in the set (the third one just being a joke based on the midi). I considered touching them up, but I might as well work on new maps instead. I'm happy with 4 and 5, so I'm glad you like those. After a few months I'll probably make a final compilation wad like this for the cc4-tex maps I made towards the end of the year. Should be another 5 or so maps. And then I'll be out of maps! Oh dear.
  6. Dopaminecloud

    DOPADOOM2.WAD (5 Boom Maps)

    Hello again. I made a thread about my ultimate doom maps of last year a few months ago. Now here's some of the old doom 2 ones (the ones I don't consider terrible). Once more, all of my maps are made for pistol start, continuous play may mess with the balance. Tested with gzdoom and prboom. Feedback is always appreciated but above all else I hope you have fun. Known Bugs: I hope you're not allergic to slime trails. Download Link Screenshots
  7. Dopaminecloud

    [REL] Withering Graves (Final Release)

    It is. The darker lines look like writing. I'll be checking this out.
  8. Dopaminecloud

    ennui (Pre-Release) Another Map Appears

    Hey ennui, very fun map. Managed to beat it without dying but I got close a few times. I didn't notice ammo being tight but I would've liked a few extra rockets so I wouldn't have to shotgun/chaingun my way through the PE and archvile at the end. The stimpack secret seems a little useless.
  9. Know what would be nice? A big "all of stewboy" zip. If you happen to have something like that lying around, please throw it in my general direction.
  10. Dopaminecloud

    Yellow Signal (Single boom compatible map)

    Entertaining playstyle and excellent feedback. However I don't think I'll be uploading the updated map unless I ever feel like adding that second half. I'll be taking the feedback with me to the next map though, whenever that may be. The midi is an original composition by my friend RNF, whos name I put in the map itself as credits. Edit: Haha, I don't think I'll be watching an hour long demo for this little map. Thanks for the summary. Perhaps rather than another part I could just make what I had planned into a follow up map. Implemented most of the fixes too, I added a hellknight in the archvile alcove to block any initial rockets so it won't be killed too quickly.
  11. Dopaminecloud

    Yellow Signal (Single boom compatible map)

    Too predictable huh. I could use a crash course on interesting gameplay design. For the other points: -I couldn't justify to myself including the textures and increasing the file size for just a single and short map, working under the assumption enough people already have cc4-tex lying around anyway. -As for the trees, rather than just a base I had initial plans to make it look more like a colony of sorts. Ended up scrapping an entire second half of the map which would've included an indoor biodome-like nature area due to burnout. Thanks for playing and thanks for the demo Zahid. Glad you had fun.
  12. First map of the year, started in february but left untouched for nearly a month until I picked it up again a few days ago. It's a short linear space base and I would consider it of medium difficulty. Credits to my friend for the midi which got me to start this map in the first place. Tested in gzdoom and prboom, all difficulties implemented. I'm looking for feedback moreso on gameplay than anything, but everything goes. Enjoy. NOTE: It requires cc4-tex (link below) and you must load cc4-tex first. Screenshots: Downloads: cc4-tex.wad Yellowsignal.wad
  13. Dopaminecloud

    Going Nowhere Fast [Community Project]

    Haha, this thread gave me a good laugh. Anyway nice to see it finally being made. I don't even remember when I made my map. Thanks AD, means a lot.
  14. Dopaminecloud

    Water Treatment Plant [First Map]

    That was fun, quite the adventure. Took me a good 30 minutes to beat, not counting time spent redoing parts because of deaths (of which there were two). Impressive amount of work into detailing the environment, even if some areas felt a little cramped and clunky to move around in because of it.
  15. Dopaminecloud

    DOPADOOM.WAD

    I looked inside the wad using slade but didn't see anything out of the ordinary. So I have reuploaded the file, thinking that something might have went wrong there. You can try redownloading. Make sure you are using the doom.wad iwad to load it.
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