Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

AnArchaicApparatus

Members
  • Content count

    75
  • Joined

  • Last visited

Everything posted by AnArchaicApparatus

  1. Given the title map Raith posted a while ago, and since stuff is wrapping up soon, I thought I'd contribute some stuff to maybe tie the stuff together/add a bit of flare to make the WAD feel more, "professionalized," or whatever ya call it. 30 Sectors Title Stuff by AnArchaicApparatus.zip Contains: - My take on a titlemap, which is made of less than 30 Sectors of course > For using as a titlemap/demo screen though, you wouldn't be able to see the thing as a full title without flying up, or editing the map to have an invisible floor or a platform, and it wouldn't like in the pictures unless you could look down, etc, etc. - Multiple TITLEPIC and INTERPIC variations, based on the map - An M_DOOM graphic. It's kind a generic, but it's less generic than just letting it be the DOOM II graphic - A MIDI that I had lying around that I converted into something fitting for a title screen > I couldn't find one that I thought would work for the intermission, but if ya want me to Raith, DM/@ me to let me know. Otherwise, I'd still suggest getting a custom midi that ya like and slapping that in there at least. Also, Raith, if you want me to do a credit graphic, let me know in DMs or @ me once you've got all the maps compiled in the finalized order, and I can cook one up with whatever need be there. preview w' one variation of the title background and interpic: Also, just as a note, since Titlemaps require Zdoom-compatible ports, if ya really wanted that (or the one that I made in the package,) I'd suggest considering having that as a demo of a map in a later slot, especially since the WAD is gonna be cut off below the usual 32-map format. That would mean something like having Map30 just be the title map, record a Vanilla, Boom, or similar compatible demo, and replace one of/all of the demos with that. -- Also, an extra note, good luck on finishing Matts map, Stochastic! Given how your good map was, you'll prolly do Matts architecture justice. I can def see the Sunder influence on the architecture, it looks great.
  2. Thanks for playtesting my map, @stochastic! Tbh I haven't really played that many puzzle WADs or games either, but I'm starting to be interested in slaughter-based puzzle combat and non-combat stuff, and kinda trying to approach it from the perspective of someone who isn't fully steeped in the ooze of either. I usually don't even really play that much difficult or even mid-tier-heavy stuff or too far into lots of WADs, and often kinda lean towards Doom I style low-tier-heavy combat and don't like always largely SSG'ing revenants and barons over and over type stuff for example, so I guess I needed an excuse to break out of my comfort zone. :V I also played your map just after I finished mine and it was great too. Prolly not fully my cup of tea either even though it didn't take me too long to complete with saves. Since I also played Surreilys map after seeing your overview of it, I decided to play that too, and largely agree with your assessment (though I'm prolly more content with the combat.) I'm kinda tempted to play everyone elses maps and do little assessments in a master-post or two w' spoilers to divide each, but Idk if I have the time, and I'm hesitant to @ everyone involved w' le maps lol.
  3. Map Title: Tides Of The Banshee Map Slot: Map 29* MIDI used: ENIMAPOD : Requiem To Plastic Jesus Doll Autographed by Steve Reich From A Cereal Box Map Creator: AnArchaicApparatus (Enimapod) Edit note: I am still kinda open to making moar original midis if anyone wants. :V Another edit note: *Just put into its corresponding spot in order, since the quantity of maps is much lesser now. I'd rather not put a concrete # since nobody knows who is or isn't going to actually finish their maps. DOWNLOAD: 30 Sectors - AnArchaicApparatus (Enimapod) - MAP29 - Tides Of The Banshee.zip Flavor text, background, rant, spoilers, etc: SLADE Sectors overview: Original bit about this map in its WIP stage:
  4. Btw, I saw this last night and wanted to give a note on that, but just went eepy rapidly. This is also kinda a note for anyone in general who wants teleport traps or whatever in their levels. -------------------------------- My solution to that issue was to have every teleport trap be having: - Deaf monsters - Shove em in some geometry that's the same sector as somewhere else - Their teleporting is triggered by line of sight, then running towards the players position instead of a sound pipe, a conveyor, or anything really moving. or needing an extra sector, so ya can spare those for cooler things. - Have the barrier linedef have a texture to either hide it (like a wall) or shown but also look interesting (like bars or something) - Don't forget to have the, "this is supposed to be a wall," linedef(s) be marked as secret, and everything (mainly the solid linedefs, but all is a lil better) behind there be hidden. - If ya want it to be triggered by a switch or something, if it activates a lift or door or floor/ceiling mover majig, use that as an extra barrier on the inside of the setup. If ya don't want it to be heard/moving by the player, just shove the whole thing further back if you have room to wiggle it in given the rest of your linedef/sector architecture. - Also don't forget to have a bunch of teleport linedefs, so that the next fella comes in as soon as the teleport exit thing isn't brushing against any of them coming out (This is good for monster teleports in general imo.) Also, if the texture you wanna use is shorter than the sector you wanted to shove it in it you do the simplest form like shown above, either just have the room nudging the wall and the monster-zone be different heighted sectors, or have a lil hidden barrier slice from another sector already w' different ceiling and floor heights, so it won't make the texture keep stretching weirdly in software mode:
  5. Thanks. If ya feel it's a bit hard, I think having it be kinda short and straightforward this way will help when intermingled w' a lot of other peeps' maps that'll prolly be longer. I think adding anything else would start dragging it, especially given this one works more on a kinda Scythe-X-ey straight-line combat flow. The softlocks have been fixed, and I updated the post w' the most recent version hours ago. Also, Matt and I kinda seem to agree that it'd be MAP09, which is also fixed in the most recent version. :V
  6. Aite, point by point: - Yeah, I kinda just wanted to throw stuff out there because I'd rather not be the type of fella to just go, "I'm gonna do a tihng here, wheeeeEEEE!!!!," and drop off the face of the earth.- I didn't see it immediately, since it was spoilered, and I was paying attention to most of the other open guidelines instead and kinda just winged it. - Oh that's right, I didn't name it when I made it, crud. I'ma make one up right now though: Theme from Bodystomp Gigaflesh Central: The Movie - That's not as funny imo. I think a sillier title would be something like: Magma Oasis: Wonderballs Dipping Emporium - I only play in Zandronum and am not used to compatibility playtesting, so idk - I didn't really make a level for early-on, but I thought it was funny, so I slapped it in. If nobody else did it, I may as well have done the gag just so it's done.- I moved the position closer to center, but still didn't compat-test it up, though they are now turned around and are all viles. - Action swapped - I moved the linedefs a bit, so it should be good, but I did mean for the HK to block the path more than serve as a threat, just to allow the actual threats to do their work. - The thing w' the plasma is that it's kinda a reward for going down, "the harder route." The thing is that w' this map, the main semi-covert gimmick is that a lot of the fighting is optional. If ya catch that the red brick switch at the start room releases a monster teleport and two monster closets, ya can connect it to the same switch texture later, and just not flip it, then just finish the level w'out 100% kills. Ya just get the Plasma reward later on as a reward for continuous players, and then the little secret reward is shown. Also, here's the download to the little fixes, with the dumbass temporary title I gave it initially, just w' the Fix bit: Shart Fix.zip -------- Also, I have no clue if this is happening on my end or what's even going on, but this happened when testing. Yes, I loaded the resource PWAD after Doom2.wad: Looks like some textures just scrambled a bit. I have no clue if this is weirdness with your patches/textures or what, but this just didn't happen at all until tonight. Given the weirdness with the Dehacked SS replacement in my previous post, I really would suggest you dive in and look at wtf is going on with some of your resources.
  7. Aite, point-by-point: - Replaced the backpacks in the big fight thing w' [nothing.] Still keeping the first three, as a treat. I also only used the SSG until then, but giving the player more options within reason is nice imo. - It was already a Boom action, so I just had to flip the crushinator variable. - Went with the actionable-wall-detected thing, and did the teleporters thing but went with a pre-existing sector again, marked with the glowing skull-rock thing in each. -------------------------------------------- Yeag. Also, rant-ism ahoy: Yee, I'ma update my post to say MAP09. Lessgoooo, and good luck on yours. EDIT: [Also I'm still offering me making midis for some maps in this project if anyone wants.]
  8. Thanks again, fixed. [Had a version w' the first fix but not the second fix for a bit because am dumb.] The bookshelf thing is more of a Matt thing, gotta love that look and unintentional motif though. Yeag, I know I got a bunch more sectors, but: - I went into this mainly trying to use sectors as tight-laced efficient as possible while making a fun level that looked aite, and I hit the spot where it felt like everything was tied up neatly already. - Since lots of Community Projects can suffer from, "goddamn it, these levels be too long," syndrome because most peeps wanna show the best/most impressive stuff they can, I've been trying to keep the kinda speedmaps I've been cooking for Comm. Proj.s kinda brief and (mostly) combat focused - which also helps me try and improve my independent fight design stuff, since I'm gradually chipping away at my big-ass own thing that I started half a decade ago (with less skill and junk) and so on. Also, that reminded me to check SLADE again: Turns out, I had two grate-flat things w' the pinkies in the first fight accidentally not-joined. 'Unintentionally made a level that could work in one of those 10 Sector projects w'out actively thinking about it. :0 ...Also, since I'm posting right now, may as well share a bit extra...
  9. Thank ya very much for testing so soonly and finding that. I am dum-dum and am not used to thinking too much about compatability, so I just test in the same Zandronum executable from 2017 w' default compatability. (...which I should change...) Yee. Tbh even though we both did the, "Nukage w' brick and stuff," majig, you actually tried different stuff until you found something cool, consistent, clean, and modern, meanwhile I dove in blindly and made a 90's-ey semi-eclectic thing (as per regular.) Gotta love Community Projects for that grabbag. :p Idk how long/hard ya plan to have your level, but mine is a 6-8 minute linear straight-ahead thing, so if ya have something harder and/or longer it might fit MAP12 a bit better anyways. We'll see how it goes, and thanks for the offer.
  10. Almost posted this as map09 over Matt lol. I'd prolly prefer map09, but I'ma just go w' map12 for now at least anyways. Anyways, this was a speedmapped lil majig that was mostly done within a night, after being started the night before just before bed, and mechanically-finished & overall tweaked mid-day and tonight. Way faster than I expected for the main chunk, and fun af to make. Download: 30 Sectors AnArchaicApparatus MAP09 VARIOUS FIX.zip (Major thanks to Djoga for letting me know about the Archvile screwery and no-teleporter goofups in the first version, and alexsa2015sa for a few more in the nukage back areas.) Map Title: Timmy (Age 30 [Sectors]) Fell Down The Toxic Well Again, Oopsie Map Slot: Map 09 (Thanks, Matt) MIDI used: ENIMAPOD - Super Sewer Fever Boogie 3000 (custom midi that I likewise slapped together specially for this map. If any of ya'll want a MIDI for ya map, lemmie know I guess. :V) Map Creator: AnArchaicApparatus (Enimapod) Favorite Screenshot: EDIT: Here's more screenshots for funzies:
  11. For the last Community Project I did stuff for, I tried to have stuff speedmapped within 48 hours, and this is mostly done in that span, but my brain sharted itself and I left it on my flashdrive for over a week to do some other stuff because I didn't wanna fix one thing too quick. The WAD and a lil text file should be attached in a .zip folder. WAD: AnArchaicApparatus Attempt Cereson entry thing.zip Notes: - I'll take any slot between Map03 and Map11, though I'd suggest leaning towards it being later, since it's not ultra hard, but it's more plutonia-but-not-really in how stuff works out, especially since I do enjoy me some low-tiers and do veer on the side of disliking mid-tier slogs usually. No revenants, delinquents, cybers, etc, but I did use some mid-tiers (some as a surprise.) - The title I kinda wanna use is Wonderwall (I Dipped My Balls in the Lava Oasis Yaowch) because uhh Plutonia isn't a goofy goober land idfk. It can be changed, I just thought a dumb level name would be cool, and anti-plutonia in a different way. If sillyness will not be tolerated, Magma Oasis should work good enough in a literal sense. - Also, I made the music for this one in a similar kind of, "speedjam stuff-happens," way. If anyone else wants a MIDI for their map (maybe even outside this project,) I could maybe slap one or a few together in a similar fashion, just gimme a general vibe or level to test or whatever, maybe DM me for more details/discussion, idk. Also, Shoutout to The Klinik for this one, since I ripped off their off-kilter drum programming for certain parts of this, other than the funky dilla drum groove bits... which goes to J Dilla. - I haven't had anyone but myself test this level yet, and I only tested this in an old Zandronum version w' default compatibility; I'ma prolly ask a smidge in a secret Sandwedgey zone, but otherwise this is just a public test run right here. There's only one minor visual error that I really noticed, and am too lazy to fix because it just keeps reappearing, and the moving parts are pretty simple since this is more like a Scythe style mostly-straight-line thing w' an extra experimental slap. I can change some things if need be after testing, but I'll prolly keep most of it the same unless anything hurts it beyond, "huehue slightly missaligned texture," stuff. SCREENIES: Also, "-just one more thing, y'know my wife likes these oldschool change'a'majigs to modify how ACTORS behave in Doom, Dehacked or something she calls it..." I absolutely love the new buffed pistol/rifle, and the fist and chainsaw are cool. However, just some bits: 1. idk if this kinda jank is on my end or not, but when I tried out the WolfSS replacement, it didn't even fire at me, bro just patrolled until I huffed and puffed and blasted his head in every time I tried. 2. Ya' don't gotta reassign the sprites in Dehacked, especially with something like this guy who may as well just be a reskin w' maybe a few states and stats noodled with - for compatability and ease of working with sake too. The best way is to just replace the CYBG in all the frames with SSWV and swap some frame-letter-order'd stuff around. That might have something to do with the no-shooty, or maybe not, I can't even really check because Whacked had errors for me trying to open the patch (including for the Keen though not pictured,) and just showed the SS looking pretty untouched.
  12. I had a sky in one part of the second map I did at least, but it doesn't matter at all tbh. Both levels are kinda Peterson-esque eclectic blends of whatever visually, and as long as the maps fit in their slots, whatever barely-visible sky bits they get should fit with each level too if they work for the episode.
  13. Words words words I played on Software, and was able to see just enough to know where to go. The darkness is intentional. Again, as I said in Discord, the midi was pretty much temporary. Instead, I cooked up a new midi. It has a somewhat similar flavor since it's going from Funk to Jazz-meets-metal, but it leans a good bit more into the bite of the blues-ey sounds, chromatic Jazzery, etc. My submission is kinda Sandy-Peterson-esque and abstract anyways, so it should go along with the level well. Midi: https://drive.google.com/file/d/1y_QQ6wejZA19Q-bzlxUuL-u9nQwcc72k/view?usp=sharing Updated level (just one texture fix) with Midi:https://drive.google.com/file/d/1NbknkMahLLE576hx2RGpKvf3hmwpf-rz/view?usp=sharing My idea for the title right now is: Boom Boom (Right Off 'A Your Feet) ...named after a John Lee Hooker song called Boom Boom, with the addition of a lyric from the song itself.
  14. I somehow cooked this up in roughly 48 hours, but I am immensely satisfied with the results. Idunno if I'm gonna be able to make another map or so for this, but this one was def fun to put together. If anyone wants to playtest, the current version is linked below, and has not been tested by anyone but myself yet. Just load it up with the standard OTEX texture pack. It is in the e1m1 slot for testing purposes, but is supposed to be the first level of the second episode. The current midi is of Soul Power by James Brown that I snagged off of Free Midi, but I plan to make a custom midi if I get the time. https://drive.google.com/file/d/1fAmyw2iQTsCLj2ZdgovBS-R6RV6Dylnv/view?usp=sharing
  15. Obviously as a Doom 1 slaughter-friendly community mapset stuff can get hairy if not executed well enough, but let's see what happens, this can be real cool. Given the screenshots of what you've done so far, this def looks promising. As you suggested in Discord, I claim P2M1, and will get back to noodling on it when I can.
  16. AnArchaicApparatus

    what are you working on? I wanna see your wads.

    Hello again, I keep pecking at this fella every now and again, adding more and more stuff. Anyways, I'm kinda just popping in because I churned out a whole probably-semi-finalized and polished section of a map (at least as polished as is consistent with the rest of the WAD) in a handful of hours of non-stop work, and am proud of myself a little. Ignore everything to the left of the star/pentagram in Doombuilder. This map also has cool stuff like a many-level simulated room-over-room part via silent teleports that comes before this section, but I'm just here to show off this fun lil bundle of stuff from last night: Anyways, spoiler for a spoonful of in-game screenshots (not pistol-started from the beginning because It was past 4:00 AM and I'm also lazy): I'll probably keep posting a few screenshots now and again when I feel like showing stuff off; It's been a while and will continue to be a while between each pop-in, so it'll prolly not get annoying. As with last time, if any of ya'll want to kinda test out the current state of the WAD, it's all completable through the third level (this one,) DM me, and I'll send over the most recent build. There's still a metric crapton that needs polished and finished (such as an alternate yellow key route on the second level,) but it's still very-much playable up until the, "oops, all empty traincars from here," moment on the fourth level. Edit: This dang ole thing decided to slap duplicates of each screenshot that I already had in the spoiler zone in the non-spoiler-zone, hogging everything up. Edit again: The images popped up again, so here they are in a spoiler zone even though it's redundant and annoying, because it's less redundant and annoying this way.
  17. AnArchaicApparatus

    what are you working on? I wanna see your wads.

    PEW PEW PEW PEW Nice to see a slow plasma weapon (cool change of pace) and the bullethell-ish bunch of projectiles from the monster fellas.
  18. AnArchaicApparatus

    Early and unused DOOM 64 Level Designs

    Holy shit, cool beans. Last time I tried it, it sent me a page that said that something went wrong. It's been over a week, so I completely forget the specific wording, but yeah. Thanks for the reply, I gots it downloaded rn, so I'ma check it out.
  19. AnArchaicApparatus

    what are you working on? I wanna see your wads.

    Goddamn, there's some really cool beans going on in here... ...Almost makes me kinda feel like I'm just posting a semi-polished turd here given how awesome a lot of other peoples' stuff is lol. This lil' bit that I've been working on is the E1M3 of a .wad that I started back in 2018, and have otherwise mostly abandoned until recently. It's more of an oldschool-ish mapset in BooM format (unless I need to use UDMF or whatever format to make the not-much-completed train level work better... or maybe I'll just see if I can fiddle around with external scripting if I can even do that with a BooM level,) which features a few light additions of custom sounds, sprites, some Dehacked stuff, experimental non-midi music that I made myself (though I might make new stuff for all I know at this point,) etc. Most of the mapset is loosely-inspired by Alpha versions of DooM and other mapsets like Nihility and the Betalabs series that were already in that camp, as well as a loose stylistic bits taken from much older style stuff. I posted most of the same screenshots (a few fewer than here) on my music Twitter earlier w' slightly different & noticeably less commentary earlier: Sorry for this basically becoming a massive wall of stuff, but I haven't really shared much of this anywhere - other than a thread from over a year ago that I don't remember if I even actually uploaded stuff to it or not, maybe even this one - and I think this stuff is at least cool enough to slap up here for people to see in detail, and maybe DM me if any of ya'll individually want to check it out in its unfinished state/playtest what is finished.
  20. AnArchaicApparatus

    Early and unused DOOM 64 Level Designs

    I'ma bump this gettin'-a-good-bit-old-as-hell thread for this lil' bit. @ImpieEyez95 do you know if you still have the .wad stored anywhere - or at least where any of us could find it? If the latter is the case, a link would be appreciated (if you can still remember/find one,) and if the former is the case, I'd suggest uploading it to iDgames for the sake of keeping it archived. If neither is the case, then 'sorry for the @, and I hope you're safe & doing well either way. Cheers.
  21. Also... https://enimapod.bandcamp.com/track/enimapod-warm-leatherette-the-normal-cover-industrial-post-punk-200-bpm
  22. Hello, individual of existent nature. I am a person, You are a person, This is my crap, But that's about it. I am a Rivet head who likes making experimental and otherwise music. My main influences span from oldschool Ministry [Twitch, The Land Of Rape And Honey, Etc,] Front 242 in general [Official Version, Front By Front, Tyanny > For You <, 06:21:03:11 Up Evil, Still & Raw/Pulse etc,] the works of Ryan Coddington [Set Prometheus Aflame, Cyan Roddington And, Steamgunk,] Swinger/Pigzen and, so on [gonna' have to add Pink Floyd to the mix.]This has naught to do with doom other than that if one desires, they may use the tracks for their mapsets/maps on the following conditions: - Credit me/my music project - notify me [optional, but would be highly appreciated.] That's all one needs to keep in mind with full certainty. Enjoy at one's own will. I must give warning, however, for many tracks are rather long, and would be wasteful if used on smaller/shorter maps. However, if one were to send me a message, I would gladly make a short mix/remix of a track for the sake of a certain map/mapset. However, if that is the case, just don't be obnoxious or too persistent about such. Thank you. Here are some select picks: Also, here's my first finished track, of which is a cover of an old Ministry song: Newest Content: That is all. If there are any questions, comments, criticisms, etc, feel free to give them. Just don't be a dingus. Edit: Also, if one desires a full OST for a mapset, I will be willing to create such. However, I would advise specificity in one's orders, but to not go wild with the requests, if at all possible. Update as of 28/April/2018: My first album is now out! The title is, "1976," and... yeah that's about it. https://soundcloud.com/user-464116476/1976-76-directors-cut?in=adlib-joe/sets/enimapod-full-albums https://soundcloud.com/adlib-joe/sets/enimapod-1976-76-directors-cut ------------------------------------------------------------------------------------------------------- As of 6/June/2018: I had a radio interview with the D.J. Andrew [Shr3w] Paledino on the local station, "WSYC 88.7", on the 4th of May, 2018, so here's the awkward mass of stuff that took place [edited down to save space, leading to the other fellow being cut off almost entirely]
  23. Since I haven't posted here in a while, here's an update on the PIGZEN stuff: https://enimapod.bandcamp.com/album/enimapod-pigzen-paternina-the-bastard-mixes-part-ii-mixes-from-the-pod https://enimapod.bandcamp.com/album/enimapod-pigzen-paternina-the-bastard-mixes-part-ii-mixes-from-the-pod
  24. I've made a relative bunch of material over the last few days, with a bit being remixes of tracks from a fellow going by the alias of PIGZEN, of whom makes plenty of quality, wierd and, dark musik, of which has yielded what I would consider a highlight of such remixing, an industrial swing track that is likely too catchy for it's own good:
  25. Psychedelia >For You< https://enimapod.bandcamp.com/track/enimapod-overhead-the-albatross-sample-based-trance-idm-psychedelic-150-bpm
×