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Big Ol Billy

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Everything posted by Big Ol Billy

  1. Impromptu Minidido

    Really interesting idea, I'm down to clown (1500-1599)
  2. Synthdoom by Black Metal Chainsaw

    Hype train is real y'all!!
  3. GRBs Strange Worlds (speedmaps)

    map03 uv fda: bob_mmm.zip (prb+) Nice, very enjoyable again. I had my doubts when I saw the first baron, which seemed excessive, but then I saw there was more to it than I realized. That slime pit is evil, but that's really what makes it cool in the end.
  4. Corrupted By Chaos - Object T11

    looong fda in prb+: bob_corrupt.zip Very enjoyable, the sense of place here is incredible and the combat is solid. Sorta following Antares' comments, I can appreciate the decision to not have much in the way of big set-piece encounters, though I was missing them a bit more. Over an hour is a pretty long time given that the intensity of the combat stays in a fairly modest range. The nukage fight was a major highlight, and the dark crusher section at the end was memorable as well (if a little annoying, since I kept getting crushed!). I definitely wouldn't have minded a few more moments like that. Especially early on, I also felt like I was spending a bit too much time doing "cleanup," plinking away at turret enemies (usually imps iirc) after they'd ceased to be any real threat. That said, the architecture and overall atmosphere kept me engaged the whole time. I love how there's such a variety of ways that the player moves from one area to another, not to mention all the clever bits of interconnection. It's just fun when you figure out "ah, so now I'm actually on one of the ledges looking down on that area I saw a half hour ago."
  5. GRBs Strange Worlds (speedmaps)

    Have a couple of prb+ FDAs: bob_grbsw.zip Pretty fun stuff, especially the second one. I ran out of ammo at the end of it, but that actually made it more exciting. I like the abstract, old-school style, something I struggle to get back to. For me, these have just about the right amount of cryptic elements to give the player a couple of "aha!" moments without being frustrating or a time-sink (compact size helps here as well).
  6. Best ending?

    Also--Double Impact's Cyberlicious final map is imho the most satisfying FPS final battle I've ever played. It's things like that that make me feel like "yeah, they keep making video games but the commercial industry will never outdo the Doom community."
  7. The DWIronman League dies to: The Warlock's Hearth

    bob_warlock.zip (category 1) 496/748, very similar story to VV above This was great, sorta felt like a gentler and less puzzle-y Rebel Sky. The transition to techbase, which I just barely got to see, was stunning. Gonna go back and give this one a proper full playthrough.
  8. Best ending?

    The megawad I always mention: Going Down :) Seriously, so good! First time I just assumed it was a no-exit "thanks for playing" ending, and then....
  9. The 65 prBooming 3DGEs (Community Project)

    Cool, I know basically nothing about 3DGE but I welcome source port diversity. This seems like a nice way to promote it. Out of curiousity, does anyone know of maps that really show off what EDGE mapping is capable of? I'm intrigued by the Boom option, but I'm also curious if there are some notable only-in-EDGE things you can do.
  10. New version: Doomguy's Initiation -- Difficulty settings fully implemented -- Basic coop support (still untested... :S) -- Numerous little visual and combat tweaks Original post above has been updated as well
  11. good city maps with custom textures

    Comatose and Lilium by Lainos, though gameplay departs from vanilla styles in some significant ways
  12. Why don't the majority of mappers plan out their creations?

    I've vacillated on the pencil-and-paper method, as seems to be the case with most mappers whose methods I know something about. Regardless, I doubt anyone generally maps "randomly," though this could be an interesting exercise (wasn't there talk of Oblique Startegies for mapping here somewhat recently?). I think "improvisationally" is closer to what you're describing. And here's the thing: for us mortal mappers, there's always an interplay of planning and improvisation, whether you're working directly with an editor or have an elaborate plan drawn up. Maybe Ribbiks, franckFrag, dobu, etc.-tier mappers have become One With the Game and don't need to play around with their maps any more than Beethoven needed to actually listen to his late music. But for the rest of us, I suspect, mapping is a long series of playful iterations, where something you planned isn't working right and needs to be rethought on the spot, or Just the Right Idea suddenly pops into your head and causes you to throw your plan out the window. I think there *are* important differences between the "affordances" of pen and paper (e.g., you can lay out high-level structure and progression really quickly) vs. pure GZDoombuilder improv (e.g., you can come up with strong visual/gameplay motifs and build out organically from those). But they're ultimately each just different ways of tweaking the balance between planning and improvisation for me.
  13. Here she is: https://www.dropbox.com/s/f3k1tnukp3jskth/initiation v9 distro.wad?dl=1 (previous versions) Name: Doomguy's Initiation Theme: Masonic Temple Format: UDMF, tested with GZDoom 3.2.5 Jump/Crouch/Freelook: all ok, none necessary Music: 1) Overture from The Magic Flute / Mozart (Sequenced by J├╝rgen Kraus, edited for looping by me); 2) Brandenburg Concerto No. 5 in D Major, 2nd movement / Bach (Sequenced by D. Hatlelid, edited for looping by me) Textures: Joy of Mapping 5, episode 4; Undying; sky from Joy of Mapping 4, episode 2; me Hell Knights: 150 Megasphere: 1 Thanks to Major Arlene for some initial inspiration; SOSU, 94's the best style, and 42PercentHealth for testing
  14. What are you listening to?

    DBTO really has it all: proto-BM (goofy) Satanism, proggy adventurousness & theatricality, Iron Maiden-esque melodicism, almost psychedelic atmospheric production. Not to mention That Cover, which is Platonic Ideal-level metal iconography. Just started listening to Fate's reunion album In the Shadows last night and am pleasantly surprised so far.
  15. Moonblood X [WIP]

    Cool! I got a little burned out on tech bases in Moonblood, but liked the nonlinear layouts and appreciated the level of craft and polish. Focusing on natural/ruins themes definitely piques my interest.
  16. 1) Tago Mago / Can 2) In Somniphobia / Sigh 3) First Come, First Served / Dr. Dooom (Kool Keith) 4) Slates EP / The Fall 5) Hank Williams Sr. singles collection Artists I couldn't include that I would most miss: Three 6 Mafia, Frank Zappa, Emperor, The Residents, Magma, Cluster, Iannis Xenakis, Prince, Loretta Lynn, Gucci Mane
  17. The DWIronman League dies to: Coffee Break

    bob_coffee.zip Too bad, dead on MAP04 just as things were starting to get interesting. Felt like I had a chance to go the distance on this one (although it might not have helped that midway through MAP02 I found out my bandmate was in jail over some silly bullshit and would need a ride home tonight -_-). Anyway, what I saw was fun enough though not too remarkable--lots of symmetrical enemy placement, obvious traps, etc. This was basically blind though I'm sure I saw some of this set in the MTrop retrospective episode of Evolution of the Wad; regardless, nothing stuck that gave me any conceivable advantage.
  18. Invincible Revenant?

    Quick somebody make a mod that makes all revenants invincible (or perhaps more evil, one that gives every revenant a small chance of being invincible)
  19. The "stupid mod idea" thread

    Doomanitarian Aid Ever wonder how all those medikits and stimpacks ended up in hell? No...? Um, well this mod is going to answer that question anyway. Instead of a badass space marine, you start off each level as a humble humanitarian worker (Red Inverted Cross?) with an inventory containing all health and armor items that would have normally been placed in the map. You progress through the map, pacifist-style, avoiding enemies and placing health/armor items wherever you think they would be useful to a player. When you reach the end of the map or die as the humanitarian worker, you restart the level normally as Doomguy, but with health item placements carried over from the humanitarian worker phase (if the humanitarian worker dies, all remaining health/armor items are dropped around the corpse).
  20. The DWIronman League dies to: Combat Shock 2

    Late submission! It's up to Alfonzo whether he wants to officially include it, but posting to give myself closure. bob_cs4.zip Category 3 run, embarrassingly. Went 2, 2, 3. I appreciated the first level more and more as I ran it, and getting to the point where I could beat it reliably actually ended up being a really great skill-building experience. Perhaps it would have been the same with the subsequent levels, but I wasn't able to put the time in. Map 02 actually seemed to become more annoying the more I ran it. Lost soul usage is borderline criminal, IMHO. The space is so huge you can never be sure you've tracked them all down, and as long as they might be lurking about it feels way dangerous to use the RL and risk blowing yourself up, so you're pushed towards the SSG and infighting to take down the horde. Yawn. Feels less like I'm slaughtering demons and more like I'm being forced to mow the lawn. Tried to ignore basically everything and dash through it on HNTR, and I was glad to get it over with. Map 03 looked cool although some of the fights felt pretty sloggy. Fittingly, my final death came when I got bored and careless during the clean-up phase of a the projectile hell/2 cyber fight (admittedly a pretty cool setup). Overall, I'm glad I pushed myself a little with this one. Some of it grew on me, some of it I started to hate more the more I played it. Probably still the least enjoyable slaughter experience I've had so far, but still glad Alfonzo decided to mix it up with this one.
  21. What are you listening to?

    Here's a sorta Doom-appropriate song by the Fall. RIP Mark E. Smith, a towering musical figure and an enormous influence on me
  22. Announcement regarding future Eagle sessions

    Good luck my dude, good on you for deciding to make a change. An Eagle session was what first got me actively involved in Doomworld after literally years of lurking. Even though I didn't participate in subsequent sessions (I felt like I was too slow a mapper), the one I did contribute to was an important moment in my personal history with Doom. Thanks for making that possible.
  23. The DWIronman League dies to: Combat Shock 2

    Working on prepping a run, but honestly not enjoying the wad very much in this format. Finding myself feeling compelled to play in the least interesting and exciting ways to try to make it through. I'm also surprised that some DW reviews have praised this for having little in the way of boring clean-up for a slaughter wad--if that's the case it's really not a good advertisement for the genre. (Let it be know though that I suck--haven't made it past Map02 yet and blew through all 3 lives on Map01 during my blind attempt.) Feels like the polar opposite of DTWID, where I think the Ironman format made the set an especially good experience. Still, I want to persevere. I've only dabbled in playing slaughter style wads and fairly often find them as underwhelming in terms of fun as they are overwhelming in terms of monsters. Even so, I really appreciate mappers who want to explore the extremes of scale, difficulty, and so on, which seems essential to pushing Doom mapping forward. And obviously there are a lot of slaughter maps that look gorgeous. So I'm hoping I come out of this experience with either a better appreciation of this (style of?) wad or at least maybe a little skill bump that will help me enjoy slaughter maps a bit more.
  24. Post a picture of yourself!

    New haircut, can't quite get a picture that really gets the back though
  25. What's up with Doom 2 maps?

    At the risk of getting booed off Doomworld, can someone explain what's bad about Barrels of Fun, from a design perspective? It's one of the most memorable Doom 2 levels for me and one of those map that really captures that feeling of the designer having fun with the engine.