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DFF

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About DFF

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  1. My map isn't a huge one, so it may not fully demonstrate the limitations of the flamethrower, but i wanted to focus on 2 things, hordes and beefy enemies, things the flamethrower can chew through easily. Here is a screenshot of what i have so far, somewhat of a science lab on a atoll. One thing i found is that due to sightlines, no visplane overflow is created, but on choc doom there can be some screen tears on longer views. not sure if an issue but i can work around that if needed to be fixed.
  2. DFF

    The DWmegawad Club plays: SKULLTIVERSE

    Map 21 - Fallen dimension by Shawny This is probably my favorite of Shawny's maps in this WAD. If anything this maps easily shows Shawnys creativity and expertice with blending and applying textures, with a lot of care made here in making the nailed skin flaps have some depth. All the textures blend extremely well, and coupled with the excessive use of gore, this bloody temple manages to be very colorful and interesting while also maintain that dark and foreboding vibe it sets with the MIDI and generally darker environments. I like both the side sections present within the map and honestly both are balanced really well. I could easily see going any side first, I just like going RL first since i find it more useful for the SSG section, but i put that up to my personal preference and not a balance issue. Combat feel nicely balanced aswell, without too many noticeable bumps or dips in difficulty other than the natural progression a map should have. The outdoor cyber arena i feel is a nice design, where the cyberdemon was more useful than hurtful for me, killing a few weaker mobs so I could slip by to the other end of the arena. The final arena I adore in the most part. The concept, design, and detailing are all well done and I love the sinking gore pit that expands every step down, great boom work. Overall a very well designed map that features good non-linear design as well as pathing as many areas are reused or change within the map. Map 22 - Yuggoth by Rune Im generally not a picky doomer, where i'll usually give maps an easy pass as long as they are entertaining and detailing is consistent. This map normally would be "fine" in my book but I had some serious issues that just kinda ruined the experience. For the goods, the map does look nice with a good use of the gore textures. The monstrous spine room is super cool, Ive always had trouble making nice looking spines. The first half of the map is rather nice, the rooms are a bit too dark for my liking but its not terrible. however the second half of the map I did not care for at all. What starts as a pitch black maze turns into two very claustrophobic arena that left me extremely ammo starved and with low health. I had to cheeze and eventually iddqd to beat this one. Just was miserable. I tend to not be a huge ammo waster but i feel like there should be more present as i ran plum dry multiple times in the second half. Dark, cramped, and starved combat is not my favorite. The final BSK altar is designed very nicely, and the blue key being on a belt for the final room is a cool touch, acting as a natural visual timer, just wish it wasn't as packed. Id say the map has good effort in place, and the first half i'd say is enjoyable and creative with its very natural and organic designs. Very well done. The second half though is just a painful slog and not very interesting as you can't see much of anything.
  3. General sort of question but is specific for my map, is it fine if the map has visplane overflow areas as long as they are outside the playable area? Like the only way it would crash vanilla ports would be if the player nocliped out of the map? I suppose i'm don't fully understand what happens with a visplane overflow, just that i should remove them. I think i had a small area like that in my Rowdy Rudy map.
  4. Any chance we could get a compilation/WAD of the submitted materials at some point? might be nice for playtesting purposes.
  5. DFF

    The DWmegawad Club plays: SKULLTIVERSE

    I've been slacking on the playthroughs, time to do a rapid catchup. I'll save the secret maps for later, definitely worth playing. Map 16 - Hell or High Water by ViolentBeetle I love the rising/sinking water concept, one that I experimented with for Interception 2 but the map I made never got finished. Its a concept i really like because while tedious or tricky to pull off, its a really nice effect to naturally change an existing arena for different combat. The main arena here going from a flooded canal with some floating boxes, to a very vertical combat arena once flooded. The mentioned heretic aesthetic is also nice, a rather unique visual design within the wad. Combat fights here are clever and make good use of the space, a solid entry indeed. Map 17 - Marble Madness by Weird Sandwich Many people may be turned off by the tone of the map, from the somewhat (purposefully) irritating MIDI to the somewhat trolling nature of the map, featuring several boom side gags just to mess with the player. I however enjoyed what was presented for the most part. The map wasn't afraid to be what it wanted to be, a zany map with some gimmicky fights and the intention to just mess with the player. I respect a map that does something generally mapping uncouth but sticks to its guns. And even then, the map is moderately detailed where it counts, and the majority map design is rather standard. The item traps or tricks get somewhat predictable after the 3rd or 4th trick, but it wasn't ever annoying. The only parts I disliked was the dark lava maze. While i luckily found the right path quickly, that design is not my favorite. The use of the cyberdemons were interesting, and possibly semi successful at their task, but most of the time I just outhid or outran them, making them a rather non-issue, and they were killed by the map anyways so not worth the time to fight. This is a map that i did not dislike, and I appreciate for being different and creative with boom effects (the friction ground, while awful if stuck, is a interesting use to gatekeep the player from the exit). Its not my favorite, but I like its inclusion. Map 18 - Symmetry Bad by Numiauredhel While map 17 may have been a bit more creative with its boom usage, Symmetry bad is a slight trick/troll map that is much more interesting from a gameplay standpoint. I do want to clarify for these last 2 maps, when i use "troll" map in this case, I do not want to make it sound like they were maps made with no effort or primarily to spite the player, just that they have included mapping elements specifically to tease the player or to challenge the player in generally unconventional ways, a good example of such I will discuss in the first major section. This map plays somewhat like a lite combat puzzle, at least for me, where ammo and weapons are rather limited for majority of the map, so I had to approach most areas with specific plans. The first room presents a medium sized pit with a pillar in the middle, and walls holding HKs and zombies surrounding the pit. The player has to fight 3 cacos and a baron in the pit with only a shotgun and a chaingun. The entrance to said arena is a thin lift that takes the player up to the walled sections. This is cleverly setup to force the player to fight everything in the pit because not only is this lift narrow and sandwiched between hell nights once it rises, but the Lift was deliberately made slower than a regular lift, and take longer for it to rise once lowered. Usually fast lifts are preferable as it reduces time spent waiting by the player doing nothing, however this specific use of making it slow so the player has to fight within the arena and kill everything first to me is very unique and a nice touch. The map as a whole has other nice touches, from silent teleporters that loop the player around the, albeit ironic, symmetrical map, to the varied but not distasteful use of clashing colored textures. The final arena even has small, doomcute floor art of the map. A short and entertaining map, very strange but fun to play. The only critique i'd give this map that the middle marble sections feel a bit basic. Map 19 - The Crucible by LordEntr0py Where i'd say map15 was the best map by design for me, map 19 is easily the best map in terms of detail and visual presentation. A hulking behemoth of a lava cathedral, the vista is an awesome hellish monolith that really feels like a major demonic stronghold. The map flow is great and all the gory and chisled detail is a treat to explore. I could go on but suffice to say its very well put together. Combat is fine for most of the map. The usage of the chaingun and RL with no SSG in sight is a very nice touch and changes how all combat is handled. Many like that the map takes a more subtle combat approach and is not an all out slaughterfest, however up until the final blue key fight, the huge map on display feels rather empty up until then. There are some good tense fights mainly involving pinkies and barons to keep the player entertained, but the map feels a bit abandoned until the giant showdown. This can be used to generate some good tension like with map10, but this does not come off in any way as a tension builder map. The tone, the midi, and even the title of "the Crucible" set the player up for some great show of will or battle against the demons. I admit the map very well does this, and the final fight is excellent in that regard, offering lots of monster variety, supplies, and opened map flow to allow the player to tackle the great conquest. I just think having some extra fodder imps around the initial areas when the player is exploring may have given it a bit more of a lived in feel. The odd revenant in between the arenas was not enough for this. This is a nitpick really, since at the end of the day the map is gorgeous and was a blast to play. great stuff and another of my top favorites for the WAD. Map 20 - The Temple of cyberdoom by ViolentBeetle I have not been doing my due diligence as this is another cool boom map that i have not cracked open to see how it works. What we got is a nice short but sharp combat arena where the gimmick is that 3 Cyberdemons must be killed, 1 after the other, and each time one is killed a mural on the wall goes dark and the arena morphs, repopulates, and opens up. A cool concept to say the least and I could see having a lot of good uses in other WADs. Combat here feels good, plenty of room to move and nothing too hard to deal with. I admittedly have not played all of Violent Beetle's maps in this WAD yet, but this and map 11 are possibly tied for my favorite of his contributions. I don't have as much to say about this map, but sometimes thats better than repeating sentiments i maybe shared with majority of the maps I just played. Great stuff.
  6. DFF

    How We Saw '95 Revival Thread [ONE SLOT OPEN]

    Yeah if you want to change that it would be great. A hint: the yellow key is in the blue key computer room. The secrets operate like they do in the original e1m3 yellow key room. A lift trigger will allow you to access some secrets. Specifically where you grab the blue key to test.
  7. I only remembered the maps on UV aswell, but I still balanced for lower skills, I use more creative liberty there as I've got no clue the monster or ammo balance of the original hmp and hntr. Personally using best judgement and doing your own skill adjustment may be good enough even if not fully "correct" to the original map.
  8. I got a start on a relatively short, arena type map, if you don't want I can take a crack at "flamethrower introduction" aswell. Either way I can make my map as I planned and can change it to flamethrower focused if needed.
  9. DFF

    The DWmegawad Club plays: SKULLTIVERSE

    yeah thats why I put it in quotes. First thing i did when playtesting the map in beta was to crack it open and see what was going on. It peaked my interest when i couldn't access that area but the monsters seemingly could.
  10. DFF

    The DWmegawad Club plays: SKULLTIVERSE

    Map 15 - A Crack in the skull by El Inferno This may be my favorite map design of the whole wad. It took me an hour or two just to complete this map the first time I played it, there is just so many cool details going on. A long abandoned fortress set atop a gulley, initially there is not much life in this decaying corpse of crumbling brick and vegetation. The player eplores the initial map through various holes that have formed in the structure, and it only once the player finds a hidden time portal that the map truly comes awake. Transforming from a dismal brown present to a much greener and complete past. The past version of the map looses a lot of its decay, has much nicer and cleaner detailing, and a lot more monsters. The player will be shifting between the two time periods for the rest of the map trying to recover the blue skull. Combat wise, this map is fairly clean and proper with its monster excecution. Ammo is a little on the lighter side but easily manageable. The main feature is the map itself. Finely crafted and oozing with detail, especially in the past. The monotone palettes initially seemed like a blended mush, but over time i came to appreciate it. Not only does it still convey all the features they need to, but it also goes with the theme of the map, a long forgotten structure eroding away, long has the intricate brickwork just crumbled into undiscernible rubble. The secret exit is very mixed for me however. Ignoring the blur sphere window jump which is a bit esoteric, but not anywhere further off from plutonia 2 requiring an archvile jump to access the secret exit. No my main issue is that the rest of the pieces are very tricky to discover (as shown by the need of hints, and my first playthough I never got it after much searching) unless you REALLY pay attention to the map, which is genius in itself. All of the secret sections you need to access in the past, are actually tunnels and areas you move through in the present, just as decaying holes in the walls. Very clever but something i only learned after a couple playthroughs. Also I barely survived the archvile room by sheer luck, since the first time I didn't know about the clever gimmick of this fight, which is using the central pillars to do perform a game oversight and negate the arch-viles explosive damage. All great stuff but very obsucre and i wouldn't expect the average doomer to notice the hidden tunnels, know how to deal with the arch viles, and to sr50 to the blur sphere from the past. Also props to the red skull arena. It may be a bit tough, but the boom "block player only" line in the arena is such a clever bit of mapping that i appreciate entirely because of the mapping restrictions from this project, as that area the demons come from was outside the allowable player area, so this was a genius bit of mapping to make it so the player couldn't access the area but the demons could. Overall i really enjoy this map, even if the secret exit is very tricky. Maybe not my favorite overall from the WAD, but my favorite just on map design.
  11. DFF

    The DWmegawad Club plays: SKULLTIVERSE

    Map 13: Necropolis by myolden I do agree this map feels more like a neglected aqueduct than a palace to the dead, but the map is well crafted all the same. Colors here are all a bit muted, using several shades of black, brown, and green with the main source of contrast being the several bright red torches and hellish rock lamps that festoon the walls. Visually everything feels uniform and naturally placed, from the very blockish brick and metalwork to the natural exterior cave that holds the baddies, combat was about a 6 or 7 for standard maps I feel, witha brunt of the combat being imp pools, sniping mancubi, small caco swarms, and lots of HK + Rev combo traps. The types of combat tend to repeat a bit but its mostly enjoyable. I think this maps main faults lie in a combo of a muted color palette + MIDI, and the fact that due to map size and design, majority of the section feel very same-y. There are four areas i'd consider "major specific areas", and three of four major sections all feel very similar. They are sludge baths with brick walls around them and a cave window around that, with combat alternating from fighting in the sludge, to fighting on the walls with some snipers in the caves. This combined with the muted palette and a somber but whimsical MIDI makes a map that kinda feels like a blur, one that is well designed and still fun to play, but nothing really stood out in my mind as really cool or memorable here. All the fights felt well executed, but lacked a bit of variety. A quality map in most main regards, but slightly forgettable for me. At least in comparison to the mapper's other contribution Electric Red, Which had the same quality of fights, but a much more interesting palette and much more defined and interesting areas. That was a very memorable and fun map. Map 14: Sanctuary of Horae by Shawny This is a map i had to replay a couple times, once because i got softlocked into an inescapable death loop, and another by choice since there was some wicked cool stuff going on in this map I had to recheck. This is a really cool map, something of a european/demonic arboretum, with plenty of vegetation and ponds on display. The main design of this map is one big courtyard with one super nifty gimmick; each of the two sides are required to visit to end the level, and each side offers a different weapon and baddies to fight, but also change the appearance of the map. Each side has a cartoonish looking sigil on the ceiling and a themed temple/room. One, lush with vegetation and light, has a sun glyph. The other, a stark and sterile black/white marble mausoleum, with a snowflake glyph. Each switch sets off a sequence that remodels the map to demonstrate these seasons, with the winter one being much more noticeable. For winter, the ground gets a thin cover of snowfall and the lakes freeze over, as well as the fountains stop pumping water. Because of the map's original palette this change is very noticeable. The winter scene comprises of a plasma gun, blue armor, and a focus on revenants and pain elementals. The summer side will change the ground to be covered in a layer of moss, and the sand changes from grey to yellow. The summer section grants the player a RL, a bersrerk, and throws imps, barons, and arch viles at the player. Both sections also have a smattering of other monsters but there are some specific enemy differences between the two. The map lets the player pick either side, but the map balance and experience I felt was much better if the winter side was done first. The plasma gun being technically more favorable than the RL in this kind of arena and the monster selection being much more manageable, as well as the snow section providing better escape routes by having more access to the walled inner area. This combined with the fact that the change from snow to summer is a lot more noticeable and interesting than the regular arena to summer. I had to recheck specifically to see if there was a difference between the regular arena and the summer one, which there is. Having the plasma gun and the RL also makes it easier to deal with the arch-viles, who are killer on an open map filled with monsters. most of the time i was having issue even being able to fire on them. I felt the blue armor was maybe more useful for the harder hitting summer side than the berserk. This also may be biased since i had a bad run going summer first, being low on health and ammo, and getting trapped in a corner from all the monsters. Really cool map with some excellent detailing and effects. idk why but the "heart of the sanctuary" sealed in the glass case in the back was a memorable but small piece of scenery, its a aesthetical piece that I found rather pleasing, for some reason. I do think that, while open-ended, this map has a more preferable sequence than the other. Fighting can be a bit packed at times , but the experience was a lot of fun and a super memorable map, another Boom treat.
  12. DFF

    The DWmegawad Club plays: SKULLTIVERSE

    Map 12 - Ruins by Juza A rather foreboding hole we are stuck in, and a forced hot start aswell. This map is another arena focused map, somewhat like the previous, with smaller side exploration areas that revolve around one main arena. The visuals are excellent, lighting is well used, dark in the nooks of the great cave but bright around the center and anywhere where major combat occurs. The detailing is very natural, with lots of discarded and broken brick sinking into the slime and undergrowth. The walls seem natrually broken apart and looks like something that was mostly natural with some outside force carving the rock to accomodate this battleshrine. The high cliffs supporting a long collapsed railway and a possible pumping station that has long ago flooded. Aside from the simple but elegant map design, the fights are well balanced and give lots of room to maneuver and tackle situations as you need. There is great verticality and many ledges and paths to take to possibly gain a better vantage point on the combat. balancing was also quite good, i had to scavenged 3 or 4 times after fights for health or ammo, being scarce but I always found just enough to restock. My only complaints are that this map had no chaingun, something I really would have liked. And the one singular secret in the map is just there to have a secret. its out in the open and extremely easy to get. I'd personally just prefer no secrets over a super easy secret. Aside from those really minor points, this is an excellent map and a joy overall.
  13. DFF

    How We Saw '95 Revival Thread [ONE SLOT OPEN]

    Alrighty here's my Submission and a screenshot: E1M3 Wish I could share more screenshots without using Gyazo but I've used up my file upload limit on oversized screenshots years ago.
  14. DFF

    The DWmegawad Club plays: SKULLTIVERSE

    Map 10 - Terminal Decay by LordEntr0py A wonderfully moody map that immediately sets the tone for the player; a long forgotten substation either lost deep underground or the depts of space possibly, the map itself creaks with old machinery as you move through it, and the sounds of demons within the walls fills the player with suspenseful dread, knowing that eventually its not going to be just zombiemen filling these halls. To be honest with all the comparisons, im surprised nobody mentioned Mr. X from Scythe2, since the use of exterior sounds while the player explores a (mostly) empty level to build suspense was used in a similar fashion. Both maps used these effects quite well. This is a greatly atmospheric map to say the least, full of great detail. I do think however that its atmosphere is both its greatest strength and weakness. The tone is easily conveyed as a tense, and the run down circuitry mixed with the almost burnt out lighting very much conveys the idea of a forgotten installation that is very much a very dangerous place, festering with demon spawn. However in application, the map has the player basically run through majority of the map before any real combat, and then making the player snake back out of this evil trap to escape. This combined with the overall darkness makes combat sometimes difficult and navigation questionable at times. I love the moody lighting choice, however I feel like the use of floor lights could be used a bit better to light up certain areas a bit more. The map is just too damn dark most of the time, and I think a bit of the finely crafted detail present in this map gets lost in the darkness. I feel the mood could be just as effective but with a bit more specific lighting used, which could help with fighting, navigation, and map presentation. Despite this long critique, its still a very good map, had a lot of fun exploring it and the difficulty is medium to high here, a good place for map10. I also tend to agree a bit with the MIDI choice being not the greatest fit. Its a pretty good choice, but i do think its not quite the "evil, dark, foreboding, forgotten" that the map seems to emanate. Still a great map and I agree one of the best of the first 10. Map 11 - Cold Blood by ViolentBeetle Map 11 is a much more open map than the previous which is a nice breath of fresh, frosty air. However this map packs the demons in to not give the player too much slack. This is a fun techbase surrounding a frozen wasteland and some ancient marble shrine locked away in the ice. The main feature of this map being that you much activate the thermal core to melt and shatter the ice to progress, making very good use of interesting Boom effects to make the map come alive (something i absolutely love in maps). The sequence where the machines broke up the ice and it melted the stark white snow to reveal the rich blood lake was a really neat setpeice, especially with the odd skeleton rising up from the depths to get their revenge on you. Great map, great use of environmental storytelling/progression.
  15. DFF

    The DWmegawad Club plays: SKULLTIVERSE

    Map08 - Corruption Complex by Late Night Person A very standard fare map, simple and not terribly interesting. The fights present are mostly fine, but the cramped nature of the map makes most of the later fights feel like hallway shootouts. There are some fun little features present, such as the shootable eye and some backtracking secrets. I found the MIDI to be a bit too loud, but did appreciate the Sonic CD track having enjoyed that game years ago. Overall its an average map. Sadly i don't have much to say since there isn't much that comes to mind. MAP09 - Electric Red by Myolden This map has a very strong and cohesive style to it, something made very apparent in the opening room. Electric red is a very apt name for this map, a hollow mechanical husk of a base that is littered with loose cables, demonic screens on the fritz, and plenty of blood red lighting. Combat pops and is lots of specific small fights with very tight monster management, forcing the player to often very quickly identify the biggest threat in any fight and eliminate them as quickly as possible. Its definitely a harder map than most before it, but i personally did not have as much issue with this map. Because fights are very specific, its easy to predict when a trap is gonna spring on you, and fight prioritization is not a huge issue for me. This is still well designed, just a different kind of combat. Great visuals, natural flow, good fun fights. Solid map
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