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About galileo31dos01

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    i'm lag

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  1. galileo31dos01

    More Memorable Maps

    Been feeling reviewer-ish these days so I started writing nonstop and broke the "explain briefly" rule, but who doesn't like to read nice words about maps, right? I'm gonna be updating this post whenever I have some more to add. The focus has been on single maps atm. Oculus Malus by The_SloVinator (2020) Viscous Realms by Horus (2021) The Killing Pits by Stupid Bunny (2021)
  2. galileo31dos01

    'Tis the season for killing demons! 😈 🔫🎅

    Whitemare, its sequel, The Merry Christmassy Doom Project, Xmas Doom
  3. galileo31dos01

    Guess the map [9th Edition] (NEW HINTS)

    Added new hints. Really scratched my head thinking of these so I hope they're helpful, and if not, apologies in advance :p
  4. galileo31dos01

    The DWmegawad Club plays: Interception II

    Thanks everyone for the feedback about 28, positive or negative I enjoyed reading all your thoughts and criticism. I might come back someday and finnish writing a dev wall-of-text, because I figured that could be rewarding to the people around here and myself, that'll be fun to do.
  5. galileo31dos01

    SIDERURGIA - Classic-Styled Doom 1 Map

    Bump! I actually wanted to report a couple things, and why not take the chance to bring this back to the front while it's still not a year over, because it's a pretty nice map and highly recommend to og doom enthusiasts. Onto the little things: - There is a potential softlock (aka inescapable death) in the north east area with lava, darkness and fireblu walls. The gargoyle-faced door that you first open to access the RK closes back once the walls start lowering to reveal the cacodemons and imps. This door is linked to a S1 lever and if you happen to fall into the lava and take the lift up, you can't open the door again, so there's no escape. I was confused whether that was deliberate or not, because the lift still functioned so it seems you can leave, but you're being fooled, which is still valid though. Maybe if it lowered to the bottom at the time of the trap (or better, when going to flip the lever, although you'd need to adjust the height to be able to jump across), one would get the 'inescapable' idea right away. There's no need to change anything anyways, just explaining my confusion. What I did notice was a switch next to the lift that raised it above the floors around and revealed HOMs on the sides, probably an oversight although it didn't break anything. - Noticed a brick wall that required a BK, next to some red bars. There doesn't seem to be such key in the map, and the switch behind it has no actions, so not sure why is there. Also noticed an inaccessible closet with two medkits and an inoperable switch not far from there. The computer area map spoiled them and I spent a while looking around as I thought those were secrets. If you want to keep them, maybe you can hide the lines in the automap so to avoid confusion. Thanks for sharing the map!
  6. galileo31dos01

    [Limit-Removing] GoopW - 3-map compilation (idgames)

    idgames link has arrived today
  7. galileo31dos01

    Guess the map [9th Edition] (NEW HINTS)

    Previous threads: 1 2 3 4 5 6 7 8 The idea is simple, you see screenshots of map layouts from the widest pool ever that is doom content, and you're free to guess as many maps as you can. Each will belong to a different wad to make things varied and interesting, and they can belong to Ultimate Doom/Doom 2, Final Doom, Heretic, pwads from those games, and total conversions as well. We are not gonna provide a tier difficulty curve this time again, however things will gradually become more or less harder the further we go along, with particular random spikes in between. Like before, the screenshots will be accompanied by a hint for each one. New additional hints will be revealed on the 2nd of December, and the answers on the 5th. So get guessing! (I will try to make a chart showing who guessed what at the end) 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 Good luck!
  8. galileo31dos01

    The DWmegawad Club plays: Interception II

    Friendly reminder: don't forget to load the patch for map 28 which is in the OP, alongside the main wad of course... and, take your time, because the map is lengthy :x
  9. galileo31dos01

    Saltwater: A single-map Boom WAD

    I am sorry for bumping this, the download link is dead... any chance someone has a copy of it that don't mind sharing? would be quite appreciated
  10. This thread is great. I've been checking a lot of the maps reviewed here lately - a wide mix of cute hidden "gems", brief super-conceptual abstract design, with eye candies and that questionable sense of scale sometimes, many of them are still charming if you obviate their age and flaws, which is easy to do imo, most of the time (fortunately only one I found unplayable and quit halfway through). I'm having a good time meeting different authorial works from the past, so kudos for you guys for giving these lesser-known/forgotten stuff another opportunity to shine!
  11. galileo31dos01

    MAP04's invisible wall in Realm of Chaos

    Can confirm. Actually a lot of lines rendered impassable for me, also in m05, pretty strange though my gut tells me it could be something related to old nodes some newest port updates have troubles reading...
  12. galileo31dos01

    MAP04's invisible wall in Realm of Chaos

    Seems fine on my end, I don't hit any invisible barriers in that corridor. There is a linedef on the medikit, for the midtex moss, but it's not flagged impassable or anything special, so not sure why you are experiencing that problem. What port are you using? and... do you have "RlmChaos.wad" right? although I'm not sure if there's another version laying around.
  13. galileo31dos01

    [Limit-Removing] GoopW - 3-map compilation (idgames)

    Updated to RC2, which will probably be the version that'll go to the archive unless some unprecedented fatal bug shows up last minute. This only includes minor skill flag fixes, minor ammo adjustments on easy in m01, and made the last switch in m02 little slightly more notable (even more on easy). Really thankful for the feedback!
  14. galileo31dos01

    Best Non-Slaughter High-Difficulty Maps?

    +1 Skepland, perfect example of what you're looking for Ave Exitium and Saturnine Chapel, two very punishing puzzle-combat single maps Ol' No Name, more about continuously putting you through mean-spirited small-scaled pincer traps than of "high-difficulty", though there are a handful setups that wouldn't feel out in the slaughter genre. My recent wad called GoopW maybe, again not hard by any stretch though it's intense while not slaughtery imo. By extent, Sticky Blood is a small bloody single map I was inspired by.
  15. galileo31dos01

    Crispy Doom 5.10.3 (Update: Aug 17, 2021)

    Well, I'm about to bring the "tag 0" topic back... Is there any possibility to implement an option in crispy that "fixes" tagged 0 sectors? Similar to prboom's "apply locally" setting. Every now and then I would be playing an old-ish allegedly vanilla or LR map and 30 minutes in I'd find me breaking it entirely because of just one untagged door or lift, when everything else is fine. Some cases are purely my fault for not following the mapper's own statements ("advanced engine: none, but I tested in zdoom!"), and other times there simply isn't much info other than "may not run with: [empty]/doom2.exe" and it can be a bit frustrating to have to switch ports and loose a lot of progress. There's also when two special lines are too close to each other, like a door and a floor trigger, and one prevents the other to function. It's not as common as the other thankfully. For special circumstances an optional fix would come in handy, particularly with older maps, though I don't know if this'd be too much hassle to implement, because there's also demo compatibility and stuff... anyways, just asking.