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Everything posted by PasokonDeacon

  1. Final RC download! Let me know if you wish to play/edit an earlier version. Here's my first full map, a 25-to-35-minute trip for you and nearly a month of bashing my head against Doom Builder X to get what I wanted (plus almost another month of polish, fixes, and additions). Info Doom II-based MAP01 replacement, complete with built-in .deh patch and INTERPIC graphic. Boom-compatible, play with complevel 9. No jumping or crouching, designed/tested without freelook. Fake contrast recommended! 25-/35-minute map, tested without saves, features some exploration and plenty of combat. Balanced around Ultra-Violence, includes some changes for lower difficulties; difficulty sits around early-2000s WAD range (mid-to-late Alien Vendetta, Scythe, Plutonia-equivalent, etc.). Check the .txt readme for credits, development musings, and minor info. Story Screenshots: You'll find extra info and notes in the readme. This is my first map, so please note any newcomers' mistakes I might have ignored. I'll gladly look at any demos, streams, and other recordings/commentary here or in other places. I hope to get this up on idgames once it's complete, but feel free to try it now and give me some feedback! Changelog
  2. PasokonDeacon

    Modest Mapping 2: Wretched Coven - RC1 out now!

    Glad to have participated! I'll be streaming the whole set at some point once I've got all that ready. Working under these limitations really helped me learn how to plan ahead for later maps of this size and high concept.
  3. PasokonDeacon

    The 96 kb challenge: final round of Doom!

    I went AWOL for the previous one, but count me as interested in a Plutonia-themed map. If you haven't heard from me in a week, DM me here and I'll either have something started or will light a fire under my ass to do.
  4. PasokonDeacon

    Doom Pictures Thread 2020

    Some recent works of mine: ASS 47 speedmaps Hellforge Speedmapping Session 10 Munted Cruor Aperitif | WIP Plutonia vanilla map
  5. PasokonDeacon

    Cyberpunk-themed WADs?

    Uplink by @Katamori is a little ditty built with CC4-tex in a unique cyberspace aesthetic. It's a bit rough around the edges, but very much worth a play.
  6. PasokonDeacon

    The 128 kb mapping extragavanza "challenge"*

    Please put me down for a Thy Flesh Consumed map. I'm hankering to do something Ultimate Doom-y with wood, marble, lava, and plenty of eccentricity within a size limit.
  7. I Sawed the Demons is a really fun, varied piece that's genuinely underused in the IWADs, It screams "let's barrel through this strange new realm and do all sorts of things", whether that involves action, puzzling, or encountering something wild. It's got a wicked air to it despite its breeziness, too. I just wish it had a second solo section to add some development since it's one of the shorter tracks. After that, Shawn's Got the Shotgun, Into Sandy's City, Deep Into the Code, and Message for the Archvile are some standouts from the id games. Evilution has some nice stuff for sure. Blood Jungle remains my favorite just for its thumping pace and level of variety/development vs. the other tracks. Sadistic comes close as probably the best full heavy metal track across the IWADs, whereas Prince played into a lighter, less thrashy style for the most part.
  8. PasokonDeacon

    WADs that get progressively easier as they go on.

    Some older sets like Obituary, the -enity WADs from Bjorn Hermanns and Holger Natharath, and The Rebirth greatly favor continuous players, often by denying weapon pickups in a lot of maps which hurts pistol-starters. I can't think of any set released in separate continuous and pistol-start forms, but that'd be an interesting if unpopular concept for a map set. WRT the topic, all I'll add is that puzzle maps like The Given become easier to grok, even as later puzzles get harder, once you've already cleared out the earlier parts.
  9. Those dates sound good. I also have weekends off work now, so I'll be more than ready to join in for my second-ever ASS.
  10. Finally, an add-on that will help Bethesda court that ever important horny demon demographic! Seriously, though, this is a really well-made recreation of impse.wad, especially with the animated vanilla voodoo Doomguy at the end. Definitely a joke WAD highlight of 2020.
  11. PasokonDeacon

    Funniest DOOM bugs thread

    Slime trails are morbidly funny to any mapper who's worked with imperfect node builders. You just sit there, admire the sight, and then move on hoping that streamers won't mercilessly joke about it. The best of us can't help but smile when seeing the engine struggle with certain geometry at certain angles.
  12. Demon pheromones, son! Doom is really just Machiavellian commentary on how fools and sinners of all kinds end up infighting while the universal arc of justice sweeps in, plays them against each other, and leaves naught but corpses in its wake. Or something. Thank you for coming to my TED talk.
  13. I don't recall there being many "sudden chaingunner" traps in Plutonia. They exist in a few maps spread out across the WAD, the exception being MAP12 which frankly goes overkill with hitscanner hell towards the end. As for archviles resurrecting chaingunners, you're given a sneak peek at that level mechanic right from the opening map, so it's possible to parse the ridiculousness of MAP15's chaingunner setup when you reach it. A bona fide problem might come from how often chaingunners can blend into backgrounds. Red on red can be hard to distinguish at times, and I bet the red/green look of many maps in the middle block can prove troublesome for anyone with red-green color blindness. The fact that chaingunners can snipe you from a distance, often sporadically and without spatial cues, is a good reason to learn better movement tactics and to leap from cover to cover on harder maps.
  14. I've been waiting for a PrBoom+/GLBoom+ compatible resource pack for a while now, so this is good news! The current download gives errors and makes it simply not viable to play the example map in the latest PrBoom+ version (regular and UMAPINFO). Once it's all ready, I'll get to work on my map; my work for The Modest Mapping Challenge 2 is nearly done, so it's quite manageable.
  15. PasokonDeacon

    DB family comparison

    Might be worth adding Zone Builder into the comparison, given its specialized UI and tools made for Sonic Robo Blast 2 development. I'm currently using the latest build of Ultimate Doom Builder, albeit without using many of its fanciest tools and automations. Having the Visplane Explorer plug-in in the base program is very handy though!
  16. PasokonDeacon

    Are there any doom wads/levels that make you feel uncomfortable?

    lilith.pk3 comes to mind immediately. Doom as glitch art with twisted, deformed Bobby Prince tunes? That'll get to ya. It also plays really well at the same time that it subverts many IWAD and user-map tropes.
  17. PasokonDeacon

    Collection of kid friendly mods?

    How about it's still Doom, but less FPS and more first-person hangout? Mr. Friendly is to Doom what Mister Rogers is to PBS. Imagine just chilling in these haunted landscapes with your demon friends, getting to know them before maybe gibbing them years later. Yes, you can actually talk to the demons! And solve their humdrum everyday problems like a good neighbor. Aside from that, I second Adventures of Square, the Wool Ball mods, and anything Chex Quest. Failing that, there's probably some jump-maze mods out there if the kid wants to learn some coordination and mad skillz.
  18. I feel this in my bones. The annoying part, arguably, is that I see all these new WADs coming in and want to playtest them, mostly because they appeal to me but also because of a sense of solidarity with fellow new mappers. But then I have to juggle that with work and all my other projects! Speaking of something that flew under the radar, there's my own first map from last year, which I'm now about to get onto idgames. I'm glad to have received some good feedback then, but it wouldn't hurt to have more while I labor over newer maps. Recent plays I'm fond of but haven't seen much talk about: Dominion of Madness by Mechadon (an early speedmap, lots of cool bits) Uplink by Katamori (really cool use of CC4 textures, a cyberspace theme that deserves a revisit) Hydrogen by Jacek Nowak (excellent KDitD-inspired Doom II blasty fun)
  19. The attention that the new Doom games has brought to the community is awesome and very welcome, but it's not the major source of growth for Doom modding. Enough are getting into classic Doom via the Unity port, popular ZDoom-based mods, and influencers like decino, Vinesauce Joel, and others raising its profile. Getting the same kind of treatment for Heretic, Hexen, Strife, and even HacX would be nice too, but Doom through Final Doom get the lion's share of attention nowadays. What got me into Doom was my childhood memories of my dad playing through it with me, coupled with /vr/'s Doom threads and my own exposure to multiplayer mods in the middle days of Skulltag (aka playing too much Mega Man 8-Bit Deathmatch). I can only hope players digging into the scene now are pulling from a variety of inspirations such as those.
  20. Nearly a year later, I'm releasing one final, newly polished version before submitting PASOLUST.wad to idgames! You can find the latest release in the OP. Be sure to give this one a shot if you're hankering for a thoroughly early-2000s Doom II adventure blast-a-thon. I'm open to feedback and potential fixes before FTP transmittal, so please give some testing feedback on anything major. I'm currently working on maps for The Modest Mapping Challenge 2, Steve was Slain, and Oops! All Greyboxes, but this map and other upcoming standalone releases are in the works.
  21. Quite a few mega-/mini-wads have Egyptian settings, even if that's largely just window dressing. Scythe 2, the Epic series, and DBP23: Evil Egypt are some notable examples. Anything taking place specifically in those other settings, though, doesn't come to mind. I've thought of doing a kind of hellish Gobekli Tepe map where you unveil the Von Daniken-esque demons hiding below the ruined shrine, but that's less Turkish and more a riff on fringe/fantasy stuff.
  22. Duke 3D city textures aren't even that realistic, let alone any from Blood or Shadow Warrior. But they're more meaningfully detailed and still readable from a distance vs. Doom II's very "old tenement district" palette. I can more easily distinguish Blood's bombed-out cityscapes at DOS resolution than I can the minute brick and wood grain in places like Petersen's Downtown. One reason I rather like Industrial Zone is how well it deviates from brown brown brown; parts of it feel more like an Ultimate Doom city map experience. Petersen was right to show off the new textures, as one would expect given the effort put into them, but it didn't take long for mappers to find more appealing color and material combinations with the IWAD assets.
  23. PasokonDeacon

    What are the best Doom "Miniwads" out there?

    I'm very much in favor of non-traditional megawad sizes, as 32 is hard to get right without slimming down your average playtimes and getting the pacing just right per map and per loose map grouping. My first large-scale project will likely just be an episode or mini-episode, for instance. Occasionally a full 32-map pack might hit just damn right despite the odds, but I think it's an easy way to burnout, either as a mapper or a player, unless the whole thing was speedmapped or planned out very carefully. Examples of great miniwads that I've played: Vanguard and Lunatic (skillsaw prototyping his work on Valiant in shorter bits, just as punchy and polished) Suspended in Dusk (immaculate, forward-thinking vanilla mapping from Espi at his peak) The Darkening Episode II (still a really fun, classic yet modern techbase suite that presaged OTEX) SlayeR (a bit rough around the edges, but full of devious traps and cool IWAD-plus style by Wiles) Double Impact (probably my favorite Ultimate Doom E1 replacement set, full of crazy set-ups) Counterattack (Mechadon going nuts with huge but very replayable post-modern adventures) Mordeth (jokes aside, this partial conversion holds up damn well and deserves more attention) Skepland (absolutely brutal experiment in making clinical, sprawling Plutonia gauntlets)
  24. PasokonDeacon

    Plutonia Experiment?

    If you really want to try a bit of Plutonia without acquiring Final Doom, there's always the demo version of Plutonia's MAP09 which uses Doom II instead.
  25. PasokonDeacon

    Recommend some Vanilla Doom/Doom 2 Megawads

    Ultimate Doom Doom The Way id Did (DTWiD) No End in Sight episodes 1 through 3 + Beginning of the End Part 1/2 Deathless Base Ganymede NJ Doom Lunar Catastrophe (if you haven't finished it, guessing by your post history) 2002: A Doom Odyssey Doom II Doom II The Way id Did Alien Vendetta Interception Back to Saturn X Perdition's Gate Memento Mori (II) Scythe Kama Sutra Reverie Doom Zero Obituary (get the fixed version) TVR (Revolution!) Akeldama Khorus' Speedy Shit Doom 404 Vispire The Return Zone 300 Final Doom Plutonia 2 Plutonia Revisited Community Project TNT: Revilution Describing all of these succinctly would take a while, but those are the names that quickly come to mind (or at least are easy to flag down in the Cacowards or on ONEMANDOOM). Looking at the ones I've mostly completed and can uniquely recommend: Both DTWiD main releases, and The Lost Levels for both, are really good at channeling much of how the id maps play and feel like while showing a bit of the authors' personal touches where they count. Having Commander Keen-styled secret maps in D2TWiD is also very fun. Back to Saturn X feels like a proper, long-form successor to the detail-crammed, highly varied exploration maps seen in Alien Vendetta, albeit with a lot more polish. It can get repetitive at times if you play the current releases from start to finish; consider alternating between the episodes instead. Perdition's Gate embodies the rough, experimental, pleasantly humble side of commercial Doom packs. It's got decently complex layouts, some good new custom assets, and strong theme-ing that doesn't obstruct a very Doom II-style experience. Both Memento Mori packs have big ups and downs, but are enjoyable for the most part. It's worth skipping the more noodly, arcane levels if you feel bogged down. Obituary does more with DeHackEd changes and has a more manageable playtime overall, reaching about the same level of early mapping goodness. Scythe has had so much praise recently that another set with short but groovy maps, Revolution!, gets continually ignored. I think the WAD gets a little easy and predictable at points, but TVR's got a lot going for it WRT theme, map speed, and design economy. Zone 300 is some darn rootin' tootin' Doom-cute shootin', and it's excellent for testing gameplay mods. The same goes for The Return, which fits in with Scythe and TVR! as a great middle-era vanilla throwback with more polish and confidence in players' skills than before. Personally I'm looking to play through what I started with Reverie and Kama Sutra, followed by TNT: Revilution and Base Ganymede.