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zerolizer

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Posts posted by zerolizer


  1. Hey there!

     

    Zero here currently working a single map that is a sandbox style map saturated in red. After a few weeks of building I have it at a very playable level, I have attached a few screenshots and am looking for a few people interested in testing (will give credit in the credits lump) and playing through the map.

     

    The map is called Rojo for obvious reasons and is meant to be boom compatible and running with Plutonia Experiment. I have been playing it using Zandro3 and PrBoom+ on my PSVita. More chocolate than vanilla is kinda the goal i guess..

     

    Since I am in the testing/completed stage I am going to add 2 tiny maps to encompass the "red nightmare" scenario. I guess what I want is to get feeback on this map, correct the gameplay and resend it to the testers once the tiny maps, menu design and custom graphics are good to go!

     

    Greeting from Ciudad de Mexico dooomers!

    2021-04-27-140103.jpg

    2021-04-27-140412.jpg

    2021-04-27-141325.jpg

    2021-04-27-145235.jpg

    2021-04-28-110143.jpg


  2. On 4/12/2018 at 9:20 PM, StormCatcher.77 said:

    @zerolizer

    It is difficult for me to predict the development of your project. Of course, it's worth correct the difficult moment on the 3rd map and taking into account all the options for player's behavior on the 4th to exclude the stuck.

     

    I am ready to accord any possible assistance. What exactly can I help you with?

    Actually, Im just gonna leave it as is, I really want to work on a new map set, maybe 3 maps, will look you up later on in the year!


  3. On 4/13/2018 at 2:17 AM, Bushpig2dope said:

    Sick maps with fluent gameplay, great enemy placements and closets. Ammo is used perfectly as well as powerups and health . Midis are sweet as too. Good effort!

    EDIT: Just noticed complaints about the sludge tunnels. Don't listen to them. It may slow down the gameplay but that doesn't make it less fun, its tense wading through the corridors awaiting the next specter or shotgun guy to be thrown at you, as well as being aware that your suit doesn't last forever

    Thanks, yes, the sludge corridor was very fun, some of the better parts of the little episode!! Thanks for playing!!!


  4. On 3/21/2018 at 11:42 PM, StormCatcher.77 said:

    A great start to this day! This project will be remembered for good gameplay and design. Not a rich detailing compensates for new textures and the presence of dynamic lights. By the way, the music is very well chosen. Total length is frustrating. The project runs out rather quickly.

     

    There are a couple of censures. First, it's a fight in the room with a red key on the 3rd map. A large group of revenants and spectres leaves a minimal chance to survive. Secondly, I could not get out of the pit with the teleport on the 4th map. I had to use the cheat. In the case of the latter, I probably broke something, because started playing with a software renderer.

     

    Doom_Font_Green_Arrow.png  First Demo Attempt - GZDoom 3.2.5 (with saves)

     

    In general, it is exellent ... but too not enough.
    In my collection:

     

      Hide contents

    Blue_4-5.png - Visuals (4 / 5)
    Blue_3-5.png - Detailing (3 / 5)
    Blue_3-5.png - Gameplay (3 / 5)
    Blue_3-5.png - Atmosphere (3 / 5)
    Orange_3-5.png - Difficulty (3 / 5)

     

    Green_3-5.png - In my collection (3 / 5)
    Green_4-5.png - For community (4 / 5)

     

    Hi @StormCatcher.77,

     

    Thanks for the great critique. Yes, map04 was one of my serious concerns during testing, and it gets quite confusing, however, I released it anyway as was, cause my tester said it was a pain but overall a good level once you figure out the gameplay.

     

    As for map03, Im glad you chose the words minimal chance, since these are all one key levels : )

     

    Would you say it would be worth it to release version 2? With some simpler gameplay on Map04, do you have some time to possibly re-work some stuff with me?

     

    Thanks again!


  5. On 3/20/2018 at 10:35 AM, Bryan T said:

    This started off so promising.  Then I died in an instant kill pit.  Then I had to trek through sludge that slowed me to a crawl.  These things really suck the fun out of what is otherwise really good.

    Yes, it gets tough, although I thought the sludge pit was a good twist, to make it more of a labyrinth, instead of just killing monsters, thanks for the input though!! I plan on making another mini-episode soon, with less ambient challenges.


  6. 5 hours ago, EffinghamHuffnagel said:

    Liked it. Fun. But something I haven't seen mentioned. The nukage pool in MAP03 and the lava pool in MAP06 (where you have to walk on skinny rails above it) - HOMs all over the place in those rooms. Tried it in ZDoom and GZDoom. Is it because I use software rendering? Didn't see hardware mode specified in the textfile.

     

    Edit: Also, I didn't see mentioned that crouching was required. I wasn't sure about jumping. Don't think I needed that.

     

    Thanks for the input, yes, OpenGL is a must for this one!! I just assumed thats openGL is a standard nowadays. I did not get mirrors with OpenGL, although I didnt test in hardware mode!!

     

    I tried to avoid jumping, but crouching seems like classic stuff. Im glad it played OK overall though in GZDoom, I mostly play on Zandronum.


  7. 1 hour ago, Memfis said:

    Wow! Do I see some Austerity inspiration in these shots?

    Main influences:

    Simplicity/Earth/AAliens

     

    Yet I attempted to make it my own tech set, definitely accomplished something in the later levels : )


  8. while this topic is open, my 1 map replacement was rejected, as shown in this screenshot. I dont plan on submitting it again, but I have a 10 map replacement that I plan on releasing next year. I dont really understand why this was rejected, as the map is an original work, the music is original and it is not a bad design/level.

     

    Thanks in advance!

     

    nnightmare-reject.png


  9. nntitle.png.d736d2c788800c930873dfa0b8197587.png

     

    I created this single map replacement this summer and I will be releasing V2 in december, after a few edits, mostly on ammo distribution and some very minor gameplay changes, if anyone is interested in running through it for additional comments before I re-edit it is appreciated : )

     

    You can download the wad on my website zerolizer.net

     

    nns6.png.f8214a3f9a96eb386341b1539e510921.pngnns1.png.78e9dcd222c69fc95c6d4ce9980ff32f.pngnns7.png.c5e38b4154d015bd7cc9eb88022d38fd.png


  10. Just now, grouchbag said:

    What's wrong with the picture you have posted?Just black out the word "entering", and it would look great.I like it.Sorry I'm not an artist.Hope to see a link soon.Cheers!

    well, the interpic above comes without text, its an in game screenshot, hence the text, sure its not bad, but i need a title pic with more quality and if someone is up for it, why not do a couple!! Thanks for your input!


  11. Hey!

     

    Looking for an Illustrator to create two or three doom style pictures to go with my 10 Level episode ¨Terminals¨

    Something along the lines of this screenshot (which is the current demo intermission picture). 

     

    Currently mapping the last level, so testing phase coming up shortly!

     

    I have a few demo vids and screenshots for anyone interested.

     

    Mapping and Additional Textures/Sounds:

    @zerolizer

     

    Music:

    @8Bit Shocker

     

    Testing:

    Galaga-Monster

    Screen Shot 2017-11-02 at 4.29.59 PM.png

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