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Mr. LBN

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Everything posted by Mr. LBN

  1. Mr. LBN

    Does anyone else hate hot-starts?

    Welp. You'd hate me as a novice mapper if you hate hot starts. I recently just went back and tested my first mapset entitled OverBuffed I'm working on and every single level is a hot-start (yes even MAP01 although it's just one enemy walking at you). Never really thought that people didn't like it this much, but I'm a pistol start player/mapper so it is assumed that you're at least starting with 100% health and 150 rounds. One of the first times I posted a map here which is currently in the MAP03 slot I got a fair amount of complaints in that you quite literally die once you start and that the enemies were extremely overpowered which is kinda funny since you're supposed to be doomguy. Did a total overhaul of the enemies via dehackED and redid the map 3x over. I will never not do hot starts and since I'll be working on map08, it's just going to get more frustrating.
  2. Mr. LBN

    What enemies can you make with dehacked.

    All of this is behavior is possible in Vanilla DOOM although I'm not sure if you can condense this all in one .deh file (the only issue).
  3. Mr. LBN

    What enemies can you make with dehacked.

    Does BOOM (Complevel 9) dehacked mods count for this thread or just vanilla only?
  4. https://www.mediafire.com/file/is4evls2zr8paoe/OB.zip/file Let me know when you start to stream so I can join along!
  5. I have taken into consideration the advice I got during the stream from you and the viewers and have dehackED some of the enemies to be more balanced. Ammunition should be less of an issue now as well, but I did also design these maps where you have to knife the zombies at least to conserve ammo since they're they only enemies you can properly knife without outright killing you although from what I've seen they still could easily kill you. I've also buffed the shotgun and supershotgun (but you obviously didn't find it during playtesting). If you'd like to re-stream/test the maps/gameplay again, please let me know and I'll send you the link. I also really appreciate you doing a live stream as I would've never figured out what to do without proper feedback.
  6. Source Port: Prboom-Plus (Complevel 9) Difficulty: Hard/Challenging/Frustrating Style: Beginnner/Puzzle/Arena MAPS (Available): MAP01-MAP07 MAPS (In Total): Goal will be 20. If not at least 10 I NEED PLAYTESTERS AND FEEDBACK PLEASE! Demos/FDAs welcome! I'm a novice mapper and this is my first attempt at a project entitled OverBuffD. The premise of this wad is that every enemy and weapon is overbuffed with difficult maps to boot. All custom work was done via WhackED/DehackED, and has been tested with Prboom-plus/Boom (Complevel 9) parameters so I highly recommend using it. Maps will be made with a Plutonia style aesthetic and gameplay inspiration. Enemy/Weapon Showcase: Screenshots UV-Max Demos (Tutorials) Download: https://www.mediafire.com/file/is4evls2zr8paoe/OB.zip/file
  7. I didn't get too much feedback and was hoping you'd give this frustrating pWAD a shot? There's only one difficulty setting which is Ultra-Violent and it's so far 7 maps total. They're very challenging and frustrating so if you don't make it too far without quitting I understand.
  8. Mr. LBN

    *** The "ask a miscellaneous editing question" thread ***

    It doesn't allow me to save once I change the colors. Thank you for your help anyway.
  9. Mr. LBN

    *** The "ask a miscellaneous editing question" thread ***

    Got it to work! The only problem I'm having now is finding a color map that matches with the mud/slime texture. Do I have to create one or is there one I could extract from a certain pWAD?
  10. Mr. LBN

    *** The "ask a miscellaneous editing question" thread ***

    In BOOM format how does one get the deep liquid/water/mud color effect when submerged underwater. I've already figured out how to create deep water with friction, but not able to change the tint/hue of being underwater. Example here This is what I've got so far.
  11. Mr. LBN

    Would a Metroid doom mod be cool.

    This already exists. Here you can see how it (Metroid Dreadnaught) plays out. There's also Spram's Metroid Doom pWAD if you'd like to try either.
  12. Mr. LBN

    *** The "ask a miscellaneous editing question" thread ***

    Thank you very much Alper002!
  13. Mr. LBN

    *** The "ask a miscellaneous editing question" thread ***

    Correct! Does anyone know of a test map for boom linedefs/actions that showcases what you're capable of doing working with this format. I used to have a boomtest.wad or something named similar to that, but no longer do.
  14. There's no difficulty levels and there's not going to be. It will be mainly playtested on UV. I noticed an ammunition problem for the player right off the bat so I updated a few levels with more ammunition if you want to give MAP01 another go. Seemed a bit frustrating for ya. As stated above, I have a more ammo friendly quick-fix if you'd like to test that out. Not intentional since the starter weapon only uses pistol graphics and parameters. I believe it has something to do with weapon bobbing. Let me know how the other levels are. I've also UPDATED OP with UV-Max tutorial videos on how to beat the levels in case you get too frustrated. Let me know how the maps play/feel. Also get the updated version with more ammo. Let's hope the playstyle is charming as well!
  15. Mr. LBN

    Post your Doom video! [but don't quote video]

    Some BOOM Compatible DehackED work for my first project entitled OverBuffD where the main theme is that your weapons and enemies are overbuffed.
  16. This is my first "official" map completed with custom dehacked enemies. Not too sure about the overall balance and placement of things, but I did enjoy playing through this and hopefully you will too. https://www.youtube.com/watch?v=St5EjaEvdJE Demonstration video just in case you get frustrated. MAP01 (Complevel 9) Download: https://www.mediafire.com/file/jj9u4mhfrasmce5/test.wad/file
  17. Version 3 of the map is available if you want to test it out. Let me know what you think, and what I could do to make it a better map. Changelog: Zombie Fodder has less health, but attacks faster making the knife much more challenging against them, but can oneshot them with the right timing and RNG luck Added a secret Overall structure/layout has been modified Supershotgun's firing sound is lower Starting machinegun has a slightly faster firing rate Skullbats have been slowed down Supershotgun reloads faster Demonstration video: OB.zip
  18. Muk Maze MAP02 "MUK MAZE" Complevel 9 Prboom-plus tested There's some dehacked work and it's quite a trial and error challenge map. Will definitely need feedback on weapon and enemy balance. If you need a video reference if you get lost/confused just let me know. You could also give map01 a shot as a test/practice level before MAP02.
  19. Create my first mapset (9MAPS minimum) with dehacked enemies (BOOM Complevel 9 compatibility), and make an official release. Not exactly good at map making, but I'm gonna try to finish something for this game.
  20. Hmm...Would you recommend me speeding up the reload for the SSG and/or shotgun. Everything has been "overbuffed" and I didn't notice enemies being too problematic with the weapon upgrades, but then again, I'm the author. I achieved my goal then. Balancing out everything was the hardest to achieve, and I'm planning on making small adjustments before I start pumping out more maps. The inspiration behind the dehacked enemies was inspired by QUAKE and believe it or not L4D. I initially wanted to make an up close and personal survival type pWAD, but realized I'm too addicted to Plutonia style gameplay so I kinda morphed the two. The best I could do is slow them down slightly and fix the hitbox since I really don't want to get rid of theme entirely. I wanted them to be able to fall out of the sky, but I've yet to figure out if I could do that with the Lost Soul. The imp replacement was actually the armored imp. The Zombie Fodder replaces the Zombieman (I made the clip disappear immediately). Same with the lil' chompers (They're originally Shotgunmen with their gun disappearing as soon as it drops). I had to be very specific with where I placed the Zombie Fodder too or else they're literally just there to be shot and even then that's how it kinda seems (Will most likely make 'em slightly faster). Was intentional, but I see how it broke the pressure. I definitely will start applying upward difficulty when I start making a mapset for these things in the future instead of the concoction we have here, or maybe just roll with the hardcore arena style I know I can do. I actually thought about making a survival type mapset with these enemies, but that requires learning a lot more about how to map properly. Thanks for playing!
  21. Oi! That's funny because I had to tone down the enemy placement quite a few times during testing, and thought it was great afterwards, and yeah all the enemies are capable of dealing serious damage (about on par with a revenants rocket). I definitely have some learning and balancing to do in the future if I am to continue this ten MAP project and need to be more empathetic towards the player. Just to throw it out there, I spent a large amount of time just trying to beat this map myself without dying so I could easily see how frustrating this map could be. Will definitely try to implement breather rooms and make things more spacious unless it's for the zombies since they're not threats in open areas I shall cut back on the crazy challenge since this is supposed to me a MAP01 when I gear towards making this a 10 map pWAD. The zombies definitely need to be placed very well or they're literally just there for fodder (hence the name Zombie Fodder from realm667). Everything in this mod has a lowered pain chance as I've tried to make them more independent/more of a threat akin to QUAKE style enemies. I think the best way to take care of chaingunners is using the starting rifle from a distance since it shoots straight at all times, but I guess I could tweak their pain chance or something (What would you recommend?). When it comes to the SSG do you recommend me changing the sound alltogether (QUAKE 1 Supershotgun sound) or just lowering its firing volume? And yes the shotgun is indeed an alternate starter weapon. Will most likely replace this level altogether once I start making the 10 map pack. Prboom-Plus (Complevel 9)
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