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RileyXY1

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Everything posted by RileyXY1

  1. My map will be a decently sized techbase map.
  2. I am using FLAT145 anyways. Although some wall textures are being kept as flats, although that's moreso for the purpose of creating realistic objects like toilets, a sink, some tables, and even a TV.
  3. AD19.zip It's official. Silent Castle is done and now available to play. This level notably features a custom sky texture, which is the Episode 3 sky from the original game.
  4. I couldn't find any that fit the rustic metal/abandoned industrial facility theme that I wanted to go for with MAP10.
  5. I don't even know what the flats even are with the new texture pack. So, I'm having all the current floor and ceiling textures replaced with textures from the official Doom because not all ports support using wall textures as floor/ceiling textures.
  6. Some maps are extremely difficult. So difficult that they pose a challenge even on Doom's lowest skill setting, I Am Too Young To Die. This thread is to discuss those experiences. I'm talking about the times when the easiest mode in the game was mind-shattering hard. Feel free to share your own experiences of extreme difficulty on the lowest skill setting of the game. Not even the double ammo pickups and half damage can save you from these nightmares.
  7. RileyXY1

    Hardest Experiences on I Am Too Young To Die

    One for me is Eviternity's MAP17 as well as TNT's own MAP09.
  8. Silent Castle is getting ever closer to being completed.
  9. I don't know. Although this map was absolutely brutal to me when I was testing it. I kept deleting enemies out of pure frustration as I kept dying. So yeah, I nerfed my map out of pure anger.
  10. Notably, while testing the map I kept getting killed so I kept removing monsters from the map to help myself beat it. D2MD25 v2.zip This is the new version of the map. Co-op and DM starts are added, some of the rooms were stretched to make them look less like squares (and three pillars were added to the room in front of the techbase entrance), and the final lift now uses a different texture.
  11. Silent Castle will use a custom sky texture, that being the Episode 3 sky from the original Doom. The base city sky texture didn't suit with the hellish map that I will be creating.
  12. I'll take Neurosphere (MAP18).
  13. D2MD25.zip Cavern of Shadows is now complete and released to the public.
  14. Sorry for being repetitive, as my map will be the second cavern map using Heretic's E1M1 track that I've submitted for a CP recently, after Booked's "The Unknown Volcano". This map, despite being in the hell section, will also have some techbase elements due to most of the usable door textures being for techbases. Although this is allowed considering that some of Doom 2's hell maps had techbase textures (such as MAP24: The Chasm).
  15. Do you have to make your own MIDIs? Or can you use one from elsewhere? Also for MAP03, can you use a Spider Mastermind? Because that is also a hitscan enemy.
  16. I was busy with Doomed Urbex but now I'm free to create the S map, aka Silent Castle.
  17. DU25 v2.zip Here's a new version of my MAP25, which is officially known as Blood Street. This fixes an oversight where there are two red keycards and a music track (also from Requiem) was added.
  18. DU10 v2.zip DU25.zip I have officially released a newer version of my MAP10 along with my MAP25 which is actually a sequel to MAP10.
  19. I've got an exploration-heavy MAP25 coming up. There's quite a few areas (including an entire building) that you don't even need to access to complete the level.
  20. I just finished a second map that is basically a town, with multiple explorable buildings. It is also a direct sequel to my MAP10 that allows you to visit the final area of MAP10, along with some new buildings like a house, a military base, a library (which isn't needed to be accessed to beat the map) and an entrance to a mineshaft. This is by far the largest map I have ever created, along with it having the most textures used of any map I have ever created.
  21. The map is known as Supply Depot 2, and it had been abandoned for quite some time. I ultimately decided to use a lot of rusted metal textures to give off that vibe, plus the sewer area was the result of the place becoming slowly degraded over time and the sewage pipes eventually burst and a hallway become flooded completely with all the excrement that had been built up in the pipes with no one there to keep it all in check. I also made some edits, I added a bathroom area which is now where one of the keys can be found, plus I changed the brightness in the sewers to a much lower 144.
  22. I might be filling in the remaining two spots, including a map that is actually a sequel to my MAP10 and a stone cavern type map.
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