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Big Ol Billy

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About Big Ol Billy

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  1. Can’t participate at the moment, but I support this project! It’s certainly a creative challenge, given the usual opinions about ol’ ZZZFACE in the Doom community. Hopefully it doesn’t turn out like... a certain other UDMF project that challenged mappers to make something fun out of a seemingly annoying combat scenario. FWIW, I would encourage people to be careful about overusing Zdoomisms. I think it’s easy to fall into the trap of thinking that advanced features and the broad creative freedom they offer make it easier for mappers to overcome the underlying design challenge of a project like this. But the wonders of GZDoom can just as easily make the player experience worse/more annoying than would have been possible in Boom, vanilla, etc. Take it from someone’s who’s been there! That said, I think that UDMF format makes a lot of sense for the project, especially for being able to have a weaker boss shooter for a first “episode.” Anyway, good luck to all!
  2. Big Ol Billy

    Cold Open: Single Map WAD for Boom

    This was a tasty treat! Rare for me to finish a map on the first go, but I made it this time: bob_cldopn.zip . More importantly, it felt really good--no filler, nothing too crazy, but totally engaging throughout. Lava/white rock visuals are really lovely too.
  3. Big Ol Billy

    New And Lost

    Welcome! There's some good advice in this thread already. Whether you should start with limit-removing (basically vanilla Doom without some of the arbitrary constraints like limited number of visible surfaces, moving sectors, etc.), Boom, or GZDoom format mapping is a contentious subject around here. I tend to agree with Aquila's recommendations above, but ultimately you should follow your muse. One thing I would highly recommend regardless is to set yourself a simple, manageable goal and have some points of reference. One of the great things about Doom modding is that pretty much everything is right out there in the open to learn from and copy (though always give credit of course!). You can literally see how Romero, Peterson, skillsaw, mouldy, [your favorite mapper here], did everything in their maps--though these things are easier to figure out in less complex formats, which is why I lean toward encouraging that approach. So look at a couple of small maps, say E1M2 or MAP02 or some early map of a favorite megawad, and try to make something on that scale (number of sectors, overall footprint, monster count). If you want to go GZDoom, at least limit yourself to a single, simple goal like "one 3D floor in the map" or "one script" or "vanilla-style map that just also has dynamic lights," etc. so you reduce the complexity of things you have to figure out all at once. Maybe try to structure your modest map around this one feature. And have a specific reference, ideally something from an experienced and highly skilled mapper, for anything that's advanced like that so you can go into GZDB and really figure out how they got it all to work. But, again, try to challenge yourself to start small. It'll be a lot better for your development as a mapper to go through the entire process of completing several modest maps than it will be for you to get overwhelmed a quarter of the way through your quest to make your own personal Miasma/Lilium/Breach.
  4. Big Ol Billy

    Infernew, a Community Project

    Thanks man. An extra double (or all three) key path is an interesting idea. Could be good for a MAP15 secret exit or just something crazy. I did try to give the player some benefit to doing both, though. The BSK path leads to a rocket launcher and possible secret BFG, while the YSK gives you an SSG and possible secret blue armor, so you have a unique immediate reward and bonus secret on each path. Though it’s probably most enticing to do both for continuous run benefits, but really I’m ok with that.
  5. Big Ol Billy

    Infernew, a Community Project

    New version of Infernal Return: https://www.dropbox.com/s/1sr0ehw88z9hcfx/bigolbilly-infernal_return_v2.wad?dl=1 BSK area beefed up RSK fight spiced up... yum Minor visual and encounter tweaks here and there Original post has been updated.
  6. Big Ol Billy

    Just for fun: Subtitles for hypothetical pwad sequels

    Maskim Xul 2: Electric Shuggothaloo Counterattack 2: Counter-Counterattack The Given 2: The Gotten The Given 3: No Take-Backsies Toilet of the Gods: Back 2 the Shitter Going Down 2: Coming Up Going Down 3: Back Down Going Down 4: Actually Just Gonna Stick with Moving Horizontally This Time JPCP2: Gaiden Doom: The Movie: The Official Novelization: The Game
  7. Big Ol Billy

    The DWIronman League dies to: The Plutonia Experiment

    I also haven’t actually played Plutonia (other than peeking at a few maps once and a while). I admire the aesthetics of the stereotypical vision I have in my head—jungle-themed IWAD-tough maps with dickish chaingunner placement—though we’ll see how true that really is. Looking forward to this, though I suspect my chances of survival are gonna be even slimmer than usual. This will hopefully be a good chance to (non-Ironman) play through the whole set at last.
  8. That’s me! I’d been admiring the DBPs from afar and decided to throw in this month. Great experience, especially enjoyed getting to collaborate with community legend memfis (real talk, I felt pretty fanboyish since mem has a map in Swift Death, one of my desert island sets).
  9. Big Ol Billy

    Announcement: Near Death Experiences: A Community Project

    Cool idea! I’m down for a map. I’ve vaguely thought about doing some #deathpositivity maps before where the object is for the player to die rather than (necessarily) kill demons. Does that sound like a doable idea?
  10. Big Ol Billy

    Infernew, a Community Project

    FDA back ya, @Urthar: bob_urth_penta.zip I'm kind of obsessed with this map. There's just so much coolness here: the red/green use is inspired, the pentagon motif is neat visually and keeps the combat fresh, the progression and monster use (on UV) hit that "oppressive but fun" sweet spot for me, door crushers are a surreal and hilarious surprise, the two staircase traps are great. I could go on. I did catch one weird (not quite mis-) alignment here: Great job, I gotta check out some of your stuff.
  11. Big Ol Billy

    Infernew, a Community Project

    Cool thanks for th review @Urthar! I did go for more of a tribute to Inferno in my style (under vanilla constraints) than a DTWID-style “lost map.” I was really inspired by bonnie’s description of the Sandy Petersen hell aesthetic, so I was just running with that general vibe. I’m ok with scaling back some details if bonnie wants, but I’m really happy with the map—probably my favorite in my short mapping career so far.
  12. Big Ol Billy

    The DWIronman League dies to: The Darkening E1 & E2

    E1: Dead on MAP09 E2: Dead on... MAP09 Essentially blind though one of the E1 maps looked vaguely familiar to me. Interesting pair of sets. I'm a little surprised how dissimilar the two were, though. E1 felt like an old-ish school grab bag. Lots of fun to be had but rough around the edges with some hilariously useless monsters and goofy oversights (Mastermind that can wander into a teleport for an easy telefrag, high chance of ghost monsters on the same map). I died in a fucking bullshit tricky secret slime pit just as I finally was figuring out how to escape it. E2 is a real "experience" with great Doom-but-not-Doom atmosphere, cool textures, and demanding gameplay. I would've hated it if I had died on MAP01, which I really should have based on my playing. Some lucky breaks allowed got me past the first couple of grueling levels, and then I *really* started getting into navigating these oppressive bases, rationing my equipment, etc. By MAP09 it was starting to get a little wearying after a few too many "uh how do I get back to that keydoor now that I have the key??" moments, which probably had something to do with my skellie-sandwich death. Still, good stuff. bob_darkenings.zip
  13. Big Ol Billy

    Infernew, a Community Project

    Infernal Return UPDATED to V2: https://www.dropbox.com/s/1sr0ehw88z9hcfx/bigolbilly-infernal_return_v2.wad?dl=1 OLD: https://www.dropbox.com/s/x4s45yq4w3g2ufw/infernal return v1.wad?dl=0 Most inspired by: Warrens, conceptually Build time: 20 hours plus a few more learning about visplanes, medusas, tutti-frutti.... Music (if known): "Kvlt Classic" by me, written for this map Coop support: limited DM support: not yet Description: Hell really doesn't make any sense... Screens: More: Wanna hold off on demo recording to get some feedback if that's ok
    • spend 30 minutes writing super detailed post asking about a bug with my map 
    • "oh yeah, before I send this I should probably see what happens if I do this one thing, just in case anyone asks..."
    • godddddaaammmmnnnit


  14. Big Ol Billy

    Nova III - mapping deadline 31st October!

    Here's an FDA on HMP: bob_lunarcomms.zip. One pretty amusing death. I dig it, definitely has an early episode feel. The non-linearity is cool and gives it a certain "base"-ness, although it starts getting a tad sloggy if you get deep into the map without having found the SSG (had a little of this in my second playthrough, but I knew from my first play that the SSG was somewhere close so it wasn't a big deal). The environment is pretty uniform visually, and combined with the non-linearity that makes navigation challenging at points. But I never felt frustrated, and I like having to use automap from time to time to scout out unexplored areas. Combat was fun and breezy on HMP, and the finale was the only real heart-pounding moment--seems about right for an early E3 on skill 3. Also really liked the parkour-y zerk secret. Found a couple of minor visual things, which you'll see in the FDA. The major one was a bleeding flat right outside the finale area.