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galileo31dos01

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Everything posted by galileo31dos01

  1. Fixed! Also, I would only imagine it'd be a shock to die and restart if you were playing blind saveless, because what looks like a simple door is an instant death exit in concept (I went from 200hp to 0 in nothing), and if you happened to press use on that "door" the exact moment the barrels explode you're just sent back to the start. Perhaps moving that door a bit further in a tunnel would prevent accidental restarts particularly on blind playthroughs.
  2. Four stars for @JustCallMeKaito's map 07 06, would give it 5 if there were half less health spheres, but great stuff, made crispy doom melt frames which doesn't happen very often. Another 4 stars for map 06 05, cramped zerking revs/spectres and rocketing sergeants/HKs was fun. Those are the only two maps I played til the end (died at the death exit on map 07 as soon as I pressed use on the door, lel).
  3. galileo31dos01

    Doom Pictures Thread 2020

    I like that even on such low resolution you can still notice the distant cacodemon is smirking at you.
  4. galileo31dos01

    What device do you use for aiming & turning?

    My HP laptop's integrated keyboard for pretty much every input, counting with its limited functional keys (it's old and slowly dying). Having said that, I had considered to join the mouse users club many times, not so much because keyboard is less convenient for nowadays and 10th decade maps, although in part it is, but also because from what people say and from what I've seen in videos/streams of highly skilled players, movement in general is much cleaner, they can strafe and stop where they want to, they also don't get tangled on every impassable linedef or hitbox (seriously though, it always impresses me when players weave through monsters like if their bodies became thin as spaghetti), and they turn around as fast as they wish, which is essential agility required for plenty actual Flotsam/Ribbiks/you name it hard maps. It makes me feel super curious on how further I could improve if I added mouse. I don't know others but to me strafing can be occasionally overly "dramatic", meaning that at times for every one step I want to strafe it slides three steps, and I don't think I smash the keys any hard. A solution is to quickly softly press the opposite strafe key, but it's unlikely that my brain remembers to do that all the time. I've been royally fucked by the simplest archviles pole dance duels just because I slip too much to the other side of the pole, nevermind platforming on thin sticks where I'd instantly panic while pressing both strafe keys and internally screaming "STOOOOOOOP", sometimes externally too. Maybe mouse users also struggle with that extra slip when strafing, idk. Back on switching to mouse, I only tried for real once on Entryway and obviously moving around was not that straightforward. I'd have to practically relearn the whole game, which holds back my enthusiasm at the moment. I remember using the advantage of mouse to quick-turn and shoot some secrets switches in Counterattack, or some of those hidden buttons on the other end in Monti's maps. On another side, when it comes to efficient BFG techniques, I do very well on keyboard, so I think I'm good with my keyboard, but the curiosity is there.
  5. galileo31dos01

    [WIP] The Deep Universe - Demo 6

    I've been somewhat on the lookout for your stuff so I gave map 01 a try today. The combat ideas picked my interest and the areas were enjoyable to look at, though I wish I knew how to get the apparently secrets RL and SSG to speed up part of the grind, in particular the HK group at the end. There was a small tech wall in the BK room you can hump from below, so I guess you're supposed to go through that vent to the SSG, only it's too high to jump to, and no idea about the RL, perhaps you put some tiny switches I kept overlooking. The blue armor was conspicuously in front of a turreted archvile, and I saw what let's you access the soulsphere, but after easily getting the backpack, lucky first try, I could not for the life of me figure the right angle to jump back on any of the platforms again. I'm kinda curious what specifics are in the maps to be only gzdoom compatible besides dynamic lights, the port I used was zdoom, because gzd doesn't work in my laptop. IIRC one of your other wads included scripted kills. Anyways, this goes to my list (:
  6. galileo31dos01

    What are you playing now?

    As intriguing as you make it sound, in your opinion was it worse than that one in Plutonia 2 where you would launch a hundred dildos to each eye and most likely never tell if they're even damaging Romero's head? Convince me there's a worse case than the Plutonia 2 IoS.
  7. galileo31dos01

    the megawad called MEGAWAD?

    You might treasure this thread too (;
  8. galileo31dos01

    Doom Pictures Thread 2020

    Interesting. I'm guessing that you made a one-pixel-wide sector adjacent to that wall and then applied darkness to the gap between said sector and the other platform, but maybe not? Because the ceiling is bright there, shadowcasting perhaps? What kind of sorcery is that????
  9. galileo31dos01

    What are you playing now?

    I can attest nothing was left broken in that map, except maybe some players' sanity (;
  10. galileo31dos01

    Fluidity - My First Map - Boom format

    Played up to the assault on the water after the whole RL part, killed by the vile in the open. On UV btw. fluidityFDA.zip First of all, the opener with chaingunners forces camping at the door, more so when all you got is a shotgun it's boring, but the next four are fine since you can use the little alcove where the pinky was and then take a secret chaingun to kill the rest. I haven't checked if the imps/spectres down can infinite height you but just in case they can you might want to add a sector of block lines. Liked that little berserk action there. The CG trap was too obvious. The water room, idk, plays okay but looks very half-cooked. I liked the sandwich at the RL the most. Same as reusing the water containment while also altering space, pretty clever. Not so keen on the zombies and viles, again forces camping. I assume I went the wrong way in the part I died, was there anyway to hide from the archvile? If so my bad then, but since there have been issues with absence of cover before, I'll keep the benefit of the doubt. There's lots of room for improvement on visuals, one is the water room which like I said it looks bland, and some more brightness contrasts here and there, yet I got Marswar vibes throughout so personally that was a fine first impression. Another thing, if you want to hide monster closets in the automap, like the CG trap, make sure to hide the lines or tag them one-sided, reduces predictability though just for automap obsessives like me. Combat ideas, barring a few cases pointed above, all seemed dynamic and varied. Solid first public map, keep it up!
  11. Definitely picking textures and/or flats that match with each other according to my view, one because when looking at them in the editor, without any changes to the standard light level, I see them ugly, which is only a temporary false illusion, because once brightness is applied I start to like whatever combinations I figure out. And two, it's been about six months since I touched the editor for the first time, so I have yet a lot to learn.
  12. galileo31dos01

    Mountain Themed Maps?

    I think you mean map 22, if it's the huge open one with afrits and spiderdemons.
  13. galileo31dos01

    I'm bored... Give me some *epic* and fun wads

    DyingCamel's Demons 1, 2 and specially 3
  14. galileo31dos01

    Least favorite classic Doom or Doom 2 map?

    UDoom: mmm E4M4, there's nothing in it that I could care about. Doom 2: scrap map 30 because while nay the IoS yay the BGM, so map 07 from a concept perspective just e=meh² TNT: Habitat (22) is fugly bright almost everywhere, but Quarry (24) uhhh that one idgaf Plutonia: easy, Cyberden (31) Master levels: TEETH, no no no NO. NRFTL: I like them all
  15. galileo31dos01

    Mountain Themed Maps?

    IIRC the hell episode in Scythe 2 is castles on mountains. Hellbound map 29 is a fortress on a ginormous spiral mountain and your exit is on the top of it. The latter maps in Alpha Accident are gargantuan techbases surrounded by rocks, so that should also go. Bloodspeed, think was map 28, has small bases on icy mountains, and some other maps were something like that too.
  16. galileo31dos01

    Doom Pictures Thread 2020

    When you decide to play an iwad because it's quick and the map doesn't let you go The wiki doesn't mention the steps can raise thrice, how the fuck
  17. galileo31dos01

    The DWIronman League dies to: Hellscape

    ooohhh Ngl, I'm staying with this.
  18. galileo31dos01

    The DWmegawad Club plays: NOVA III (Download RC2b)

    MAP09: Scarlet Syzygy UV/PS/GLBoom+/Insomnia/One map only Read "chainsaw" and "low ammo" and I had to see it for myself. The idea is brilliant, viles are one of the last monsters you'll ever imagine killing with chainsaw, same as the baron, the mancubi, or the cacos, less when health looks nonexistent, but there's always a way around those to really saw them in half. If you stay, the souls have to disappear first, keeping the vile as far as possible, it seems to get tangled on the torches sometimes like doomguy does. I found the pillar closest to the blood pit the safest. Oh, I didn't get the RL, my armorless marine didn't compute vile-jumps at that moment, so I slowly cut his fibrous body. Then past the baron, the hallway upstairs, the rev duo, past the cacos, tricky fight btw, killed the mancubus (yes I sawed it in glboom+, checkmate BigMacDavis), and lastly got 200 cells that I barely used, huh. Satisfying first impression overall. After playing it once I went back and tried a couple things: I lured the vile to the stairs, then quickly run up (missed the switch once, oops), and in seconds he was crying in the lava, like a 90's spectre. That also gave me time to ignore the lost souls and see if I could make the manc on top and revs infight, including the duo downstairs, but I think you could leave those to the other manc. The souls though surely need to be sawed if you don't want to end up making out with cacos. The two cell packs are enough to kill the two PEs and viles, and maybe whatever else left behind if you care, though that's time wasted imo. Doing all of this diminished the use of the chainsaw, which to me was fine experimenting with and without it, also because there's little infight to cause: infight is good to saw the bigger bad while they are attacking each other, but here that's impractical. A berserk would alter the gimmick drastically, the chainsaw makes you "deconstruct" the map, and that's quite valuable design-wise imo. Aesthetically it is so beautifully red that I bet @42PercentHealth would enjoy it, in nomo at least :P
  19. galileo31dos01

    Things about Doom you just found out

    So while messing with floor actions in gzdoom builder, I wanted to make a small platform raise and change its flat to the same of the next adjacent floor. Let's call that platform A. For this I set up a control sector outside, because the platform A needed to raise specifically 24 pixels up, a mini second sector (B) inside the control sector with a different flat, so that sector A swaps to sector B's texture, or at least I believed that would do the trick. What triggers platform A to elevate is a switch by gunfire. It resulted in A swapping textures with a ledge nearby rather than with sector B. Not cool, that got me stuck for a while. BUT THEN... I thought that maybe it wasn't swapping textures with that ledge but the other ledge where the switch was onto, because they have the same flat. So I made a tiny sector adjacent to the switch's linedef, applied the wanted flat, tested and yeah, platform A finally changed to that texture. So, what matters is the sector adjacent to where the power linedef is pointing at, and I'd like to believe that applies to any type of trigger, be it walkover, gunfire or door, not sure, but now I know how to do this properly with G1 switches at least.
  20. galileo31dos01

    The Official 'Trying to Find a Specific WAD' Thread

    17 days later... You may like Lost Civilization then, not that the author specified anything about the intended renderer, but I found it similar to Bloody Steel in many ways and much smoother on opengl, since it's mostly natural realistic environments.
  21. galileo31dos01

    wads that used to be considered difficult

    Any popular or ex-quintessential wad of the 90's and early 00's, because the range of difficulty is nowadays measured first on how much your brain must work to overcome a case, be it a monster fight or a real puzzle, and then pull out a solution(s), often showing the player in advance what's going to face, or just not wasting their time, whereas before it used to be more about increasing quantity and depriving the player from fundamental capabilities, with the occasional sudden "gotcha!" death trap or boxing the player in something inescapable at first try, and well, engine limitations aren't out of this. Of course, I'm speaking of the most distinctive aspects, old maps are not all about cheap traps and new-age maps don't need to be like math books, as we get that difficulty depends on the individual, but it is a fact that the more you are demanded, the harder it is considered by popular opinion. Pick Hell Revealed 2, which is what I'm currently dealing with for the second time. I personally don't think it's even that hard, in fact it's far away from an imaginary top 10, where there goes plenty releases of this last(!) decade and maybe a few from late 00's. However, one of the recurrent tropes is to overwhelm the player's near lack of space til there's nothing else to do, that goes with understanding that a mean to improve the monster's threat is to give it the advantage of cornering you in close quarters, although HR2 sometimes crosses the "fairness" line, it is still something mappers do nowadays in many many different and more elegant ways. Now let's see Eternal Doom, while it does have around 3 or 4 actual brain teasers, most of your time is spent looking up for camouflaged switches and what they do, and yet it's either highly acclaimed or hated for the tons of puzzles that are not puzzles, no a tiny switch behind a spiderweb isn't a fricking puzzle. But go figure how many hours it took players to beat map 30 without the possibility to look up for the solutions on the internet. At that time sure ED must have been one of the hardest wads to beat I think, but not too long ago I played REKKR which featured a secret map that was nothing else but math games you might find in magazines, something I just would never expect to see in a vanilla wad, and imo it puts any ED "puzzle" back to elementary school. HR1, AV, Scythe's last levels, etc, have been studied from head to toes so if you struggle there's a wide spectrum of proofs of how to beat them all on any difficulty, and fact is those don't put your brain to work that hard like many boom wads of the current era. Even old rare specimens like Number one Kill the next generation, which is often a stomachache on UV, has obvious skips to most of the gotchas. I can't stand this stupid fly flying in front of me anymore so I'm leaving here now.
  22. galileo31dos01

    What was your first ever wad published if you make doom wads?

    I'm not @rdwpa but using his same move if people insist then, then, maaaybe.
  23. galileo31dos01

    What was your first ever wad published if you make doom wads?

    Would be a solo map called Parallels, which should be up on idgames soon. My first public half of a map is in here. Proud of my stuff (:
  24. galileo31dos01

    The DWIronman League dies to: Hellscape

    I use glboom+ and this is how I see things both in software and in opengl
  25. galileo31dos01

    Best Community Chest?

    CC1 had ten or so legitimately fun maps, plenty of memorable gimmicks, load of bad taste moves, and then there's "The Citadel at the Edge of Eternity" which made me question my agnosticism. Heard some folks presented a sphagneurism, a rarity that only attacks people who play CC1. CC2 had improvements, Gene Bird went wild, and other stuff I don't remember, oh colormaps or whatever they're called, that shit's good. CC3 had nearly all fun and good-looking maps, honestly can't remember a single map that annoyed me too much. So picking this one. CC4 is, idk, I'll tell you when I play it. The texture pack is a classic. EDIT: well thanks for the person who has just soulsphered my post, I can now atest CC4 is good to me
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