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About Pegleg

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  1. OK. I always just use one of the sides of a sector when I need a control linedef. But I can see how the other would work, too.
  2. Pegleg

    Why is it that....

    Them. It's always been them. They're the ones that did it. Them. Orders. Orders are orders, and Hell certainly has a bureaucracy. But they didn't stay perfectly still. As established, they kind of rock back and forth. (They're looping the first two frames of their movement animation.)
  3. Pegleg

    How do you get someone to play test your WADs?

    @Error-404 @Austinado also plays and records maps, generally on stream.
  4. Pegleg

    IronEagle Competition 23: Spectrum

    OK. I'll be sure to edit the OP to correct my mistake. Thanks for the clarifications. And I look forward to seeing those videos, so I hope you get a chance to make them.
  5. Pegleg

    IronEagle Competition 23: Spectrum

    To me, this implies that this mapset should be played on complevel 2. Assuming that is the author's intent, I'll amend the OP to require complevel 2. Also, thank you for the review of each run. It's a nice touch. I'm glad that you seem to be enjoying the performances so far. Hopefully, we'll get to see you provide an author's authoritative run (similar to what an_mutt did for his run of 2017 Collection for DWIL in August of last year). Commentary would only be necessary if you wanted to.
  6. Pegleg

    IronEagle Competition 22: Fracture

    A hearty thank you to everyone who participated this month in challenging themselves against Fracture. I hope to see everyone back for the next competition, and be sure to invite your friends! Without further ado, here are the results: UV Bdubzzz (Survived) leodoom85 (Survived) Roofi (Map 04) UndeadRyker (Map 04) NoisyVelvet (Map 03) Dragonfly (Map 02) Suitepee (Map 02) pseudonaut (Map 01) RonnieColeman (Map 01) NaZa (Map 01) HMP Horus (Map 03) RiviTheWarlock (Map 03) Austinado (Map 03) golbeeze (Map 03) RottingZombie (Map 01) eirc (Map 01) HNTR Pegleg (Map 05) kalaeth (Map 02) Also, in the impromptu Brit Bowl, Dragonfly was victorious over Suitepee! Thank you both for participating in the completely unplanned and unexpected contest.
  7. Pegleg

    Any casual community projects running?

    @Pechudin Both speedmapping events revolve around making a map in ~2.5 hours (including planning and testing time). The difference between them is: For ASS, there are one or two sessions on a particular day, and (generally) only maps that are completed and submitted during the session (or very shortly thereafter) are accepted. For HSS, there is one session on a particular day, but there is then a 24 hour window where maps are accepted. You still only have ~2.5 hours to make a map, but you have 24 hours in which to find those 2.5 hours, instead of two set sessions. The time constraints does indeed force you to focus on the critical parts of the experience of the map, instead of detailing the map to the nth degree. I've also found the time constraint to be oddly liberating, because people understand that you do not have unlimited time, so there is a certain acceptance of less polish.
  8. Pegleg

    IronEagle Competition 23: Spectrum

    Steve! You should join in, too, for all the colorful vanilla fun!
  9. Pegleg

    IronEagle Competition 23: Spectrum

    Will you be joining us for the fun? It's always nice to see the authors take on their work.
  10. Welcome to the next monthly installment of the IronEagle Competition, the ironman competition that welcomes everyone who wants to join. Additionally, streamers and non-streamers alike are welcome. Come on in, the water's fine! This month, participants will be challenging themselves against Spectrum, a full Episode 3 replacement for Doom released by the inestimable Adam Windsor (aka @Capellan) in 2019. He set out to make a mapset that did not use the color brown (there are few instances of brown here and there: dead trees, shotgun, rockets, pixels here and there, etc.), instead showing off the full spectrum of colors present in Doom. Spectrum begins at E3M1. Survival is completion of E3M8. There is a secret level, accessible from E3M6 (as normal). This wad uses complevel 2 3 or Doom (strict). If you want to use complevel 3 you can; it shouldn't make too much of a difference. The DeHacked file is included in the wad if your port supports that, and it is separate if your port does not support included DEH files and you have to run the file separately. EDIT: Per the author's statement on the matter, Spectrum should be run with complevel 2. EDIT 2: Per the author's response, the intended complevel setting for Spectrum is complevel 3. If you have already played with complevel 2, that's allowed. The rules are basically the same as they have been. Either demos or streams are permissible. If you are creating a demo, post the demo. If you are streaming, post a video of the stream. Even if streaming, you can still submit a demo, if you want to.  Rules: The basic rule is that you submit a demo/stream played at a particular difficulty level (HNTR, HMP, or UV) and you play without saving and reloading, ending your run when you die (or survive). Further, more specific, rules are below. Any port is accepted provided it will actually run the mapset. There is no preference. Of course, if you want to try a Boom map in Chocolate, your run may be over rather quickly. Category System: Category 1: Blind run. This explains itself. You have no knowledge of the wad and have not played/seen it before. Category 2: Non-blind. If you have played the wad before and/or possess any foreknowledge, your run is non-blind. Basically, anything that is not Category 1 is Category 2. The exception to this is if, for example, you do something like die in the first or second room or two of Map 01 and then decide to play again for your run. Call that Category 1. If you're unhappy with your blind run, feel free to record a new run, and submit that run instead. If you want to submit your first run, no matter how you perform, by all means, go ahead and do it. You just shouldn't feel that you HAVE to submit a run you're dissatisfied with, just to preserve a "Category 1" status. If you want to go back and submit a second run, you're welcome to do so, but, at this time, it won't be counted. Difficulty System: You may submit a demo/stream for only one of HNTR, HMP, or UV. Choose only one, because subsequent submittals will be rejected (i.e., if you submit a HMP demo, the HNTR demo you then submit will be rejected). We're not using the 1CC rule set here. And your first submission is what counts.  Only runs from the same difficulty will be pitted against each other. Each difficulty will be graded separately. When you submit your run, please the include the following information: The category (1 or 2) The difficulty If you survived or what map you died on The time elapsed when you survived/died (even if it's only approximate) How many kills you had on the map where you died The port you used (if you included a demo) A link to the stream/video (if you did a stream) You may include a commentary about the maps or details about them, if you want to. If you do include specific information about the map (e.g. "The demon trap in Map 08 is rough"), please put it in a spoiler, so that people that want a completely blind experience won't be tipped off. In you're just putting in a general comment (e.g., "Pro tip: don't get hit"), then no need for a spoiler. Breaks: Everyone gets tired. Sometimes people survive longer than they expected. Nature calls. Every now and then, there are family emergencies. Needing to take a break shouldn't necessarily end a promising run. While you should try to complete the run in a single setting, this isn't always possible. If you have to take a break, try to make it quick. Attempting to max the maps is not necessary to win. Ranking for this mapset will be determined by: Survival +1 (found secret level) Survival (did not find secret level) Map of death (in descending order: E3M8, E3M7, E3M9, E3M6, E3M5, E3M4, E3M3, E3M2, E3M1) Total time for survival/death Kill count at death All mods used during play must be merely cosmetic. If you die, please wait a few seconds before quitting. Happy Dooming!  Previous IronEagle Competitions 2018 2019 2020
  11. Romero's rules are a good place to start, and he generally does follow his own rules. I actually can't recall a map where you can see the outside, but can't get outside somewhere on the map. In fact, I'm struggling to figure out a place where he strongly violates his own rules. Regardless, one of the things about rules is that they can be broken, but you have to have a strong enough base of knowledge to know when to break them. There are parts of the demo that make me think that the eventual megawad might suffer from the standard "levels made early aren't as good as levels made later" syndrome of megawads made when a person first starts mapping, but from what I see there are some nice setups. I'm personally not a big fan of putting a dozen archviles in a room to have to fight, but depending on what you do with it, that approach can be memorable. Yes, some of the maps have the vanilla 90's aesthetic. There's nothing wrong with that. Yes, some of the textures are bright, as opposed to being gritty and dark. No one seems to complain about the bright colors in Ancient Aliens, Eviternity, and Refracted Reality. Yes, there is a bathroom with a pain elemental on a toilet. Yes, there are attempts at humor (such as the pain elemental in the chair fixated on the big screen TV), instead of being 100% serious and grim. No, none of these statements make this "bottom of the barrel." These maps are not horrible. Not by a long shot. Could the mapper shift the textures on his steps, so the same pattern doesn't repeat? Sure. Are there monster placement choices I might do differently? Perhaps. Does it have platforming? Yes, but there are much worse examples of narrow platforming that I can think of. You are absolutely entitled to your opinions. You can think these maps are terrible, and you can certainly share that opinion all day. At the end of that day, however, you will get a lot more distance out of providing more examples of the things that you think could use improvement, as well as any things that you think were done well. You're more likely to gain traction with the mapper using feedback like that, instead of feedback that comes off as rude.
  12. Pegleg

    The DWIronman League dies to: Epic

    Here is my Category 3 entry. Yes, this was prepared. And by prepared, I mean, I'd played the first half of the map before, so I knew what was coming there. With the end of the month fast approaching, I decided to give it a shot. Dead on Map 01 Kills: 49/52 Time: 9:03 dwi_pegleg_epic_cat3.zip The second half of the level confirmed my thoughts about the first map from my first post. Good ambushes, good encounters, the secrets weren't obvious (at least to me, but then I'm horrible at finding secrets). The ammo is definitely scarce; I think I ran out just in time to find more ammo sitting there. Some people don't like that, but I have come to appreciate the balancing that goes into that. I thought I had a decent shot at finishing the first map (small goals, same as ever) until I came to the last room. I don't like revenants. I've said it before, and I'll say it again. Oh well. Good set. Good choice. Let's see what next month brings. For reference, here is my Category 1 submission.
  13. I don't know all the details, but from what I understand, you can apply the Keen_Die code pointer to other monsters via DeHacked. In that case, you could add the Keen_Die pointer to the boss monster. When the boss was killed, you could set it up so a door (tagged 666) on a conveyor belt would open and a voodoo doll would then be free to move across a walkover exit line. Obviously, that would only work in Boom. You might be able to do something like that in vanilla, but it would best a very contrived setup. You kill the monster with the Keen_Die pointer, which triggers the 666 tagged door to open. The door was blocking a chaingunner/sergeant, who know shoots in the direction of the voodoo doll, but hits a barrel between it and the doll, blowing up the barrel and blowing the voodoo doll over a walkover exit line. I suppose you could combine it with a mikoveyor, that would also allow the voodoo doll to trigger a fast crusher to crush the chaingunner/sergeant (for those that care about being able to max a level) before crossing the walkover exit line. Here's a prefab of a minimum damage mikoveyor, courtesy of Linguica and Nine Inch Heels.
  14. Pegleg

    IronEagle Competition 22: Fracture

    This brings up a great point. kalaeth, @eirc, @Pseudonaut, @RonnieColeman, @NoisyVelvet, @NaZa, @Roofi, @Suitepee, @leodoom85, @Bdubzzz, @UndeadRyker, @golbeeze, @RiviTheWarlock, @Horus, @Endless, @Dragonfly, and really everyone: If you're not happy with your blind playthrough, or want to submit a run where you performed better, by all means, please do it! I can appreciate wanting to do a blind run, or not having a lot of time to devote to playing a mapset multiple times. However, if you fell victim to a trap that should have been easily avoided, or you just made a series of mistakes that you wouldn't have if you had known better, feel free to play again and submit that run. You won't be penalized. Call your first run "practice" and submit a demo that you'll be more happy with. If you're happy with your result, then you don't have to play through it again. If you're streaming, and you don't want your viewers to watch you stream the same map again, don't feel you have to. If you want to stick to a principle of submitting a blind playthrough, and that is your only shot, that's fine. If you had only a small window of time, and you don't have the time to do it again, I don't mean for this to be an arduous competition. I don't want anyone to submit something that they are unhappy with just because they feel that is what they have to do. At this time, I'm not planning to have the competition segmented into blind vs. prepared, like the distinction that exists in DWIL. Therefore, your first submission is your official submission. The difficulty categorization will remain.