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Lorenz0

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Everything posted by Lorenz0

  1. Lorenz0

    Perpetual Powers [RC1] - 21-level megawad

    I have no idea how I missed that, I must have somehow not been paying attention while playtesting this area before release. Well, that's getting fixed for rc2 for sure.
  2. Perpetual Powers is a 21-level megawad made for and tested with GZDoom and Zandronum. The wad is split into three distinct episodes, each containing 7 maps - usually short to medium sized ones, with a large one to end the episode. The project is co-op compatible. Download: https://drive.google.com/file/d/1cxnB1atiSdP7rK1613-LfdC25M6zveTR/view Screenshots: Music credits: Additional credits to: Ukiro for OTEX, Tango for the trees and hanging lights from Supercharge, Captain Toenail for ice stalagmites and stone heads. My playtesters: Malefication, FrancisT218, HAK3180, UgiBugi.
  3. Lorenz0

    Perpetual Powers [RC1] - 21-level megawad

    Could you share a screenshot? I checked all the switches that require a red key and I didn't find any issues.
  4. Lorenz0

    [Doom 2] Intergalactic Xenology 2

    Thanks for fixing the issue, both wads are playable now :)
  5. Lorenz0

    [Doom 2] Intergalactic Xenology 2

    Hey guys, I wanted to play both Xenology 1 and 2 with my friend on co-op, but as I tried it, I found out that these wads aren't compatible with Zandronum at all. An error pops up as soon as you try to load the game, which is very weird for a boom mapset. I hope that's something possible to fix.
  6. Lorenz0

    Mappers: Multiple Maps or One Map at a Time

    Usually one map at a time. I can't stand having unfinished work in the back of my mind for long periods of time.
  7. https://doomwiki.org/wiki/Michal_Kurowski_(Lorenzo) That's probably a few dozens in total. And there's a lot more coming soon ;)
  8. Lorenz0

    [FINAL RELEASE] Refracted Reality

    At this point there might be almost as many maps in RR as there are maps that were rejected/pulled out from RR lol
  9. Lorenz0

    Doom Pictures Thread 2021

  10. https://www.youtube.com/user/Htnalihinn/videos Touchdown is a pretty good one. He doesn't upload too often, but he clearly puts quite a bit of effort into his videos
  11. Lorenz0

    Doomcute thread

    I made this robot-like layout for Scattered Ashes MAP01, back in 2018:
  12. Verse Hopper Joy of Mapping 6 Mapwich Mapwich 2 Trick and Tear Not many. I'm usually hyperfocused on my solo projects, so I don't bother with community projects, not that there's so many that would interest me.
  13. Lorenz0

    what are you working on? I wanna see your wads.

    It's been a while since you made Disjunction, I can't wait for another one of your wads
  14. Lorenz0

    What is your favorite map, that you made

    A few of my favorite maps are the ones I made for my upcoming megawad, so I won't go in detail until that's released. But when it comes to my favorite work that's already available, I'd say that's "Seatooth", map03 of Alienated: It's by no means a perfect map, probably not even the best in Alienated, but I have the fondest memories of it, out of all my maps. It was the first time I created a level on such a large scale, succesfully combining good visuals and creative encounters.
  15. Lorenz0

    Heartland - final version available on idgames

    I just finished the wad. It's very impressive both gameplay-wise and from a technical standpoint. I enjoyed all the new monsters and weapons in most cases, though I was irritated a few times at how hard to use the new weapons can be. A plasma rifle with shorter range that also hurts you is a huge downgrade from the default one and it's basically unusable in tight encounters. Same with the bfg replacement. The final fight of map07 was the peak of my annoyance in that aspect. Fortunately though, 95% of my time with the wad was greatly enjoyable. (The new weapons seem a bit inspired by the ones from Struggle by Antares btw. Was that your inspiration?) My favorite maps in the set were probably map03, 06, and 07 excluding the final fight. My least favorite is map01. I feel like it had a pretty confusing layout and it felt a bit too long and overwhelming for the first map, though maybe I just wasn't used to the wad's pacing yet. (Ironically map01 contains my favorite midi of the wad, stewboy knocked it out of the park with that one) This was my first time using the Eternity engine and I got used to it, but I'm still not a huge fan. Mostly because of how stuff looks in software rendering. I vastly prefer the modern look of GZDoom, but it's whatever. When a wad is this good I can play it with any settings needed. Overall I loved the project, despite my nitpicks. That's one cacoward winner added to the list ;)
  16. Lorenz0

    What made you fall in love with Doom?

    Infinite content
  17. Lorenz0

    Enceladus: doom 1 episode ready for playtesting!!!

    Hey, I just got done playing the wad on co-op and I enjoyed it quite a bit. It's nice to see a Doom 1 that doesn't try to reimagine the iwad at all. I really liked the visuals of the project. It feels like you're intentionally ignoring all the common knowledge about mapping to create something far more chaotic and raw than what players are used too. I definitely wouldn't want every wad I play to look like this, but as you're almost the only mapper I've seen do something like this, it stands out as something positive. As for the gameplay... it's a bit of a mixed bag. I mostly enjoyed the non-linear layouts, but sometimes you really fail to communicate progress well. The way forward is often hidden behind tiny doors you barely notice unless you're right by them, or tucked away in a corner of the map. The worst offender of this is in e4m5. I'm talking about the first elevator to get the red key. Hiding it in a river of acid behind all the buildings guaranteed I never figured out how to get there and just noclipped into the red key room out of frustration. Only later I saw what you're supposed to do, and I have to say, this is not intuitive at all. Players are usually not used to looking for progress behind damaging floors. The combat is pretty uneven difficultywise. The maps are mostly comprised of low tier monsters scattered around small rooms that you enter and shoot through without much trouble, but when it comes to the traps, they get unbelievably brutal. Many, many times you trigger a trap and get ambushed by far more barons that a sane person would deem reasonable. Quite often you don't even have the sufficient weapons or ammo to deal with all that, especially considering how small the areas you fight them in are. I'm pretty sured I died to nearly all of these traps at least once. Aside from those moments, the combat is pretty enjoyable though. Surprisingly, my favorite map of the project was e4m7, the longest one by far. Despite being huge, it wasn't very confusing thanks to the signs pointing in the direction of each key location. It felt the most rewarding to explore and was generally very fun. My only issues with it is that the boats placed on top of the acid don't reliably prevent you from taking damage, and that the issues I mentioned above were also present here to some extent. Overall, I liked the wad a lot, despite my problems with it. It's incredibly creative and I appreciate that a lot. The only mapper I've seen do something similar was Benjogami in the wad The Egg of Human Endeavors. Is there anyone who inspired your style? I'd honestly say this project deserves a cacoward runner up. I'd much rather see something like this take the spotlight, rather than another doom 1 wad that screams vanilla. Please give the player some more space next time though.
  18. Lorenz0

    Languages thread!

    My native language is Polish, and I also speak English and a little bit of Spanish.
  19. Lorenz0

    Return to Hadron Episode 3 - Idgames release

    Congratulations for the cacoward runner up! I just got done playing the first 5 maps and I enjoyed them way more than expected. The gameplay is tight, tense, and fast all the way through. You're honestly a genius at applying pressure to the player. Being forced to run and gun pretty much constantly, with not too many breaks in between, while not ever feeling unfair is a sign of a well designed level in my book. As someone who focuses on setpiece encounters in my maps, I'm very impressed that you were able to do this with mostly incidental combat. I'm gonna finish my first hmp playthrough, and after that I might just play it again on UV, and record some videos on youtube for you.
  20. Lorenz0

    2021 Goals & Intentions

    To release a megawad :)
  21. Incredible job guys. I just finished playing this wad on co-op and I'm really impressed with how well you managed to use all of the custom monsters and weapons and make great levels with them. I thoroughly enjoyed most of the maps and I wish to see more projects like this in the future :)
  22. Ah yeah, I misremembered the number.
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