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HAK3180

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Everything posted by HAK3180

  1. Inspired by @xvertigox and his thread, I’d like to make a similar offer to the Doomworld community. I only started playing custom wads a few years ago and only started mapping several months ago. I want to improve at mapping and I want to have fun Dooming. I think I can accomplish both those goals by playing, recording, and offering commentary on your maps. I do not want to steal xvertigox’s customers or anything like that. I just want to give you another (or an additional) option and perhaps take a little pressure off him. By all means, post your wads in both threads. Maybe you’ll get two videos! He is perfectly okay with this, by the way. My General Guidelines I’m only interested in Doom wads, that is, Doom, Doom 2, TNT, or Plutonia. I prefer (but do not require) simple/old school. I’d rather not freelook (I’ve usually not had a problem even when it is recommended), use new weapons, or fight new monsters. I do not even bind crouch to a key, and I generally don't play wads that require jumping. If you specify an exclusive or preferred port, I will probably use it. Generally, I use Crispy, PrBoom+, GZDoom, and sometimes Retro. I would prefer you give me a rough length and difficulty level so I can plan accordingly. EDIT: My soft maximum length is about three hours. I will offer some commentary throughout the video. I intend to do FDAs, but I will probably save sometimes and it’s also possible (unlikely) that you will get a SDA or TDA. If you quote a post that contains a video, please remove the video from the quote. So please, post links to your maps! 2018 HAKawards TABLE OF CONTENTS (links to pertinent post/video)
  2. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @EtherBot download the .zip There’s a little bit of fun to be had in avoiding the damaging floor via the oddly shaped safe sectors, but apart from the arch-vile, the monsters are pretty worthless. And again there is no visual appeal. Bottom line: The best one yet, but that’s not saying much, unfortunately.
  3. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @EtherBot download the .zip I guess the idea itself works: hit a series of switches that open something somewhere. Keep doing until exit. It’s like the end part of the Factory or Tenements. But it doesn’t look good and the opposition does very little to keep Doomguy from simply running through it. Bottom line: Press switch. Backtrack. Ignore monsters. Repeat. Win.
  4. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @EtherBot download the .zip Bottom line: it’s a small arena with a medium-sized infight
  5. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @EtherBot download the .zip This is a megawad, but I can’t imagine many people being too keen on continuing after this opener. It’s crude visually and has almost no interesting combat. It’s just a little maze with nothing very clever or innovative about it. Bottom line: It’s an orthogonal maze that lacks beauty or interesting combat
  6. HAK3180

    Oops! All Techbase - Project Thread

    That part was not a problem for me. I think it's highly unlikely that a player wouldn't even attempt to investigate the newly lowered areas, especially with the stimpacks right there.
  7. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @noisebloom Doomworld forum topic It’s a first map, so it’s not great, especially the look of the thing, but it boasts some interesting ideas, like a lot of visible walk triggers (step switches) and an interesting arsenal combination. Progression is simple and makes sense. Bottom line: Some outside the box thinking is a good thing to start a mapping career
  8. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @Magicana Doomworld forum topic It’s a pretty basic Doom map without much to note except it uses some nonstandard textures. It also has a section that expects the use of rockets. If you don’t, you can get into trouble later in the very tight sections where rockets are much less plausible. Bottom line: It's a pretty simple Doom map - not bad, not really exciting.
  9. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @nicolas monti download the .wad It looks fine for vanilla. It’s got a Knee Deep in the Dead inspired layout and progression with more of an E4 difficulty – sergeants everywhere keep you on your toes. It’s not groundbreaking, but there’s nothing to complain about. Bottom line: classic Doom 1-style map with a bite
  10. HAK3180

    Oops! All Techbase - Project Thread

    @Super Mighty G, I played your map. My video is 90 minutes, so you will see it tomorrow sometime. I think it's well done, challenging, and mostly fair throughout. Ammo was a little weird. Early on it seemed my bullets and shells were unlimited and I had a hefty supply of rockets and cells. But as the map went on and tougher fights were unleashed, I ended up quite low on cells and rockets. I had to face the last encounter with no cells and 3 rockets, I believe, and I found 8/14 secrets. I was confused at times by the progression, including immediately. I actually hit one switch mid frantic fight, so it was in the SW2 position, but it lowered the opposite side, rendering that side's switch invisible. This took me several minutes to realize. I never really realized if the map could be done in any order or not. I think a second playthrough would clear a lot of the progression issues up for me, but I often felt like I was barred into one area of the map and couldn't explore as much as I would have liked in a really big map. Still, the layout and the visual touches are very good. I think it's a good map all in all, but I do have to wonder about its place in a 32-map community megawad. It's not up to me, of course, but this thing is distinctively much bigger than any other map submitted yet, and it's not in a "traditional" outlier mapslot. I wonder if you could trade slots with DJV, who has 29. Just my $.02 on that.
  11. HAK3180

    Classic Doom level inconsistencies

    This happens in iwad levels!? Which one(s)?
  12. HAK3180

    SINERGY - An Ultimate Doom Megawad - RC1

    They may not be present in Doom 1, but you get a megasphere.
  13. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @EtherBot, if you provide a list of the maps that do not depend on crouching, I will play those maps.
  14. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @Finnthemapmaker Doomworld forum topic It’s a fun little map. Very nice visuals, including outdoor space done pretty well. You feel the three dimensions in this map with the tall appearance and numerous elevated monsters. It has only humans and imps, so it’s fun to shotgun your way through the mini-hordes. Bottom line: a fun, easy shotgun target practice with a sort of grand appearance
  15. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @EtherBot, are all the maps that require crouching identified like in Map 02?
  16. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @theDia Doomworld forum topic I really like the layout. There’s a fun mix of indoor and outdoor action, the indoor stuff being pretty tight, the outdoor space being wide open. Overall, I felt the map was under populated. The densest fight involved a bunch of demons that were really no problem because they could never come near you. Because of the vast space, the few enemies, and the loads of switches and cutscenes, this map feels less like an FPS to me and more like a third person RPG-type game. I did not particularly enjoy running around the map not really knowing where I was going or what the switches were doing. I also skipped the ending because after finally making it to the end, the last thing I wanted to do was run around the whole map again. Bottom line: it’s a cool layout but a little bit empty and the progression could be more intuitive.
  17. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @mangame5 Doomworld forum topic It's not very good looking, but it doesn't share much else with a lot of first-time wads. The map has an identity, which is not really a given for a Doom map. I thought there were parts that could use some more pressure and/or different weaponry. I also thought the extreme verticality was not used to its full potential, but I like the boldness to try to execute something a little different, and I like the focus on gameplay over visuals. Bottom line: Another intriguing debut
  18. HAK3180

    DOOM Retro v2.9.3 (updated June 1, 2019)

    It seems Sector Effect 17 (Light Flicker) does not work the same in Retro. The triangle has effect 17 and a brightness of 160. Both surrounding textures have a brightness of 176. In Chocolate, Crispy, PrBoom+, and GZDoom, the triangle appears to alternate between 160 and 176, but in Retro it is stuck at 176. Here's a quick map with the same basic idea as the picture: Effect_17.zip By the way, I'm on 2.9.0, in case you happened to address this already. EDIT: I should add that in most cases, the effect works as expected.
  19. HAK3180

    My First doom Wad Mod

    Eh, now that the sequel is out, I'm pretty sure this is a troll. If not, here's some feedback: 1) Have an exit (or other way to beat the map) 2) Actually use the line specials and sector effects ever. 3) Use more than one ceiling flat. 4) Use more than one floor height. 5) Use more than one ceiling height. 6) Use more than one brightness level. 7) The map is big enough (1400 x 1000) to warrant the use of more than one texture. 8) Don't over-decorate with hanging victims or piles of skulls/rocks. 9) Extremely hard maps often provide some sort of proof of beatability, such as a demo. (But see point #1; this map is impossible) 10) If you're going for unconventional gimmickry, such as "The point isn't to beat it but to have a contest and a leaderboard of who can stay alive the longest," I would suggest mentioning that.
  20. HAK3180

    Give me your WADS - I WILL PLAY AND RECORD THEM.

    I firmly agree with two of your last two sentiments: Atonement will be awesome and Magicana is an interesting mapper to keep an eye on.
  21. HAK3180

    My First doom Wad Mod

    Take a look at some tutorials. Find maps you like and open them in Doom Builder. Don't call your own work awesome. Do provide info and screenshots next time. Maybe exclude nazis, Romeros, and Keens from your next map.
  22. HAK3180

    My gripes with Doom II

    Coming into Tower of Babel with a plasma gun is nowhere near the advantage as coming into Dis with a BFG. So continuous, Dis is trash for obvious reasons. But yes, with pistol starts, Dis is much more interesting. The ammo is more scarce and much more scattered. You have to find cover rather than just dodge, but you won't have enough ammo if you stay in the main cover location. And Tower of Babel has 200 in health pickups, whereas Dis has 0, I'm pretty sure.
  23. HAK3180

    I'm Also Looking to Play and Record Your Maps

    @Austinado Doomworld forum topic This is probably my least favorite of the wad. The whole maze section fell flat for me, and that was a lot of the map. Some of the progression was a little obscure. The ammo situation is odd yet again. But the somewhat gimmicky parts are pretty cool, like the double cyberdemon fight, the chasm section, and even the last fight. Bottom line: Most of it is easy, grindy, and a little ugly, but there are some much more fun moments too
  24. HAK3180

    Oops! All Techbase - Project Thread

    @obake, I played a much different order and still enjoyed it. I like how you can see and sample the final fight after taking just one path (yellow key) but it probably won't end well for you without at least a plasma weapon. Personally, I still think the plasma gun section is too easy, but I like all the rest pretty well as they are.
  25. HAK3180

    Nukage Tech (My Second Wad)

    I agree with Magicana on the soulsphere secret. You're asking players to be able to tell that the top half only of a small piece of brown144 is misaligned by 8 units, which is a texture that is quite easy not to notice misalignments. And that's not too mention that this is vanilla; that's going to be next to impossible to spot on Chocolate. And of course, when you do spot that, it's still just a vague hint as to which side you approach the secret from. The actual secret door has no indication whatsoever of a secret.
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