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Contraboss

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About Contraboss

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    Green Marine

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  1. Contraboss

    What difficulty do you play Classic Doom on?

    Playing on UV is more of a force of habit. As a kid, I would play through Doom II on each difficulty, and then max out on UV. Any time I was bored and wanted to play doom again without cheats, I would start over on UV. Now, I automatically choose UV any time I play a WAD, but if it's killing me over and over again, I will dial it back to HMP once in a while, especially with HR, PL2, and the like which feed me humble pie constantly. On the other hand, when I'm mapping, I rarely pay any mind to the difficulty levels...
  2. Contraboss

    What difficulty do you play Classic Doom on?

    I always do UV. Playing on NM takes the fun out of it for me since I'm in no way a speedrunner, and I hate the pressure it brings with the respawning.
  3. Contraboss

    baby's first maps!

    That makes sense, thank you! I actually considered capping off this wad at 10, and if I'm still not happy with where it's going, I may do just that. Fixed! Thank you!
  4. Contraboss

    baby's first maps!

    *sorry for the triple-post How do you guys deal with mapper's block? I really had a good creative streak going with the last 5 maps, but I'm currently working on a train depot map and I'm just not feeling the creative spark. What do you normally do to get inspired or come up with ideas?
  5. Contraboss

    Post a picture of yourself!

    I'd like to think I'm at least mildly photogenic at times :)
  6. Contraboss

    baby's first maps!

    I uploaded a 10 minute demo of me getting my ass handed to me by my own map06.
  7. Contraboss

    baby's first maps!

    Thank you, Commodore! Impressive work yourself!
  8. Contraboss

    baby's first maps!

    Thanks friend! What was your favorite map, if you don't mind me asking? Did you get a chance to take map 10 for a spin?
  9. Contraboss

    baby's first maps!

    Okay, Lovelies!!!! Map 10 is finished for now! I had a lot of fun creating this one. I was able to use my maritime experience in the Coast Guard to hash out a container ship from scratch and create a somewhat realistic experience onboard a very hellish vessel. The objective is to fight your way through the hoards on the main deck with all the connex boxes until you either reach the engine room or crew spaces. From there, you have to bring online the main engines, ship's service generators, communications/navigational electronics, and finally find an alternate route to the barricaded bridge where the exit is. I recommend checking out the connex boxes as much as you can because you're gonna need all the ammo you can find since it takes a lot of demons to populate a modern cargo vessel. I've updated the wad and readme, and even included a short demo of me getting owned by a revenant. I have a full play-through video that I'll upload later if anyone wants to check out the full map and all it's mysterious and wonderful secrets it has to offer. Let me know what you all think, and please enjoy!
  10. Contraboss

    baby's first maps!

    I'll be honest, it's all very confusing for me, but I think I'm slowly starting to understand. I'll fix my OP, but now I see what you're saying. I don't think I've been using "vanilla doom" as a testing platform, rather, I've actually been going with UDMF this whole time since I primarily use Doom Builder 2, and SLADE when I'm feeling confident. Does that make sense? I can practically feel everyone's eyes rolling as they're reading this, wishing I had been reading every FAQ posted in the past decade :/
  11. Contraboss

    baby's first maps!

    I should've clarified; I'm doing all this in GZDoom.
  12. Contraboss

    baby's first maps!

    Folks, I'm almost done with Map 10 which is a big ol' container ship! I'm just polishing some things, (which is one of my favorite parts!) and yet I'm still struggling with something; Some of the animated textures and switches that I borrowed from the TNT: Revisited resources are just static, and I can't figure out why. I'm sure it's something simple (at least I hope) because I've been learning a metric shitload of mapping tips these past months, but a cursory google search isn't turning up anything helpful. Anyways, if any of you savvy mappers know what I'm talking about, please enlighten me. In the meantime here's some screenshots!
  13. Contraboss

    baby's first maps!

    You are a saint - Thanks for catching that! Looks like I had the wrong version of the wad linked on my latest update anyways! (contraboss1.wad instead of contraboss.wad GAHHH!!!!!) Everyone, BOTH links in the OP and later post now reflect the latest version as of 3/14/18. SO sorry for the mix-up, especially if you already tested out the map :(
  14. Contraboss

    baby's first maps!

    So, I was messing around with PrBoom+ for a bit and noticed that a lot of things are out of whack, more than usual, with this wad...For instance: -Some of the tagged sectors aren't...uh...working anymore. Like some lifts and doors won't budge now. But, hey, who need's 'em? Doors are dumb anyway... -I'm noticing a lot of texture effects I was going for, such as a grated texture on a upper/lower linedef, don't default their transparency to black anymore. Now it's trying to blend the texture palette into the transparency or something? I dunno, it looks like someone ate the texture then barfed it back onto the walls - an effect I was saving for another map, thank you. -Seemingly randomly clipping sectors and/or HoM on certain flats and textures. I mean, maybe that's on me since I tend to focus on creativity while neglecting map-tidiness sometimes... But I wasn't having ANY of those issues with, say, Zandronum. Which is what I've been using to test this past year, before I knew how much much I was living under a box, as far as DOOM goes. All in all I see the utility in PrBoom+. It certainly makes DOOMing much more convenient as well as appealing to many players. But after running a few of my maps through it, and not including the issues listed above, I feel like it just exposed a lot of the rougher edges of my map designs, and frankly, it's just bumming me out. :( The thought of going back and revamping my maps to fit the gold standard, which apparently is PrBoom+, is really discouraging. Every map I've done was out of spontaneous inspiration, and there was a mood I was in when creating them. I just don't know if my heart is going to be in it if I have to overhaul everything. Then again, I could just be blowing this waaaaaaayy out of proportion and "catastrophizing" the hiccups. That's always a possibility. What do you guys think? Do I need to go back and revamp? Do most players take these sort of wads with a grain of salt?
  15. Contraboss

    baby's first maps!

    No worries, glad you liked em! I will say though, that the first 4 maps I was still getting a feel for my own style of level design, but by Map 05 and on I would say those are so far the best ones and also the most fun to play. I think Map 03 is a bit of a slog, and Map 04 needs some more filling out, but this whole wad is still a WIP anyways.
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