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Everything posted by Ozku

  1. Ozku

    Nova III - now on /idgames

    I played through the first 3 levels on uv pistol starts. They are definitely on the easier side, although I managed to die once in map03 due to my own stupid gameplay. I really liked the tech-hell theme on map03, especially in the room right where the first teleporter takes you. I'll probably record more if I got time, either way I'll be giving this a playthrough. nova3rc1_1-3.7z
  2. Ozku

    What is your favourite DOOM mod or wad?

    Smooth Doom has become a stable on almost all of my playthroughs. Aeons of Death v4 used to be my guilty pleasure for a while, I still got a modified copy of it in case I want to point at different sprites and see cool shit happen. As for wads, Deus Vult II was the first wad to truly amaze me what you could achieve in Doom. The first few levels give a really comfy wibe while still being fast paced action. I also really enjoyed Valiant, Mutiny, BTSX and Reverie. There is just something about these wads that makes me want to wrap up in blanket, have a cup of coffee and sink an entire friday night on them.
  3. Just finished playing this, I didn't find the secret level but I really enjoyed the BFG focused e1m8. I feel there are too many barons here, they can be troublesome if you allow them to live and have to return later but most of them you can simply skip and never see them again. You did use them quite well at the end of e1m4 when you hit the switch to lower the exit and you have to fend of 4 barons as you wait for it. Your music selection is great, no complaints there. I enjoyed the level progression, they never felt too long and ended just at the right time. Your maps were easy to follow and I never got lost. Still, I agree with Juza that most encounters weren't that exciting. Granted, Doom 1's small bestiary makes it more difficult to spice up the combat, but it has been done quite well in mapsets like 'No end in sight'.
  4. I'm really enjoying this game as well, the movement and the gunplay feel spot on. The later levels are a bit less interesting since they are mostly similar looking labs/bases, the city levels felt way more impressive. I found 49% of the secrets on my first playthrough and I'm giving it another go on highest difficulty right now. Good music too, it fits the levels quite nicely and certain tracks make me want to just jump all over the place as I gib enemies. It also inspired me to give build mapping a go, all I can say is that Doombuilder has spoiled me when it comes to ease of use.
  5. Here's a demo of my first playthrough. I enjoyed the map. Most fights were well setup, the level flows quite nicely and I never had a problem figuring out what to do or where to go. Difficulty was quite consistent and felt right for me. The map never felt too samey and had nice diversity of different locations (a bit too cramped near the end). I didn't like the spider mastermind fights though, my first one in the tunnels consisted of peaking around the corner and pummeling it with rockets, the second one you probably are supposed to skip if you don't have the plasma rifle. There was probably a bfg I missed but it wasn't really a problem. profane01.zip
  6. Ozku

    [FINAL RELEASE] Eviternity

    I played through the first episode and a little bit of the first map of second episode. Really liking this so far! The new textures and skies look great and the levels flow quite nicely. The lighting especially makes the maps feel more alive, such as in map06 where the area surrounding you lights up as you hit different switches. I also like the continuity between maps. Map05 was pretty big difficulty spike but I eventually figured out how to beat it. Congrats on release!
  7. Ozku

    The story behind your custom avatar

    My pic is based on this little guy from Doom 3.
  8. Ozku

    MAYhem 2018 - Orange Version!

    @Roofi Thank you for your comprehensive review! I updated the map fixing the texture issues you pointed out and improved the look of certain areas, also slightly reduced the amount of health and ammo on 2nd half of the map. http://www.mediafire.com/file/y10iok0m1b083yi/ozku-surgev3.wad
  9. Ozku

    Hard maps with low enemy counts?

    Swift Death comes to my mind, it has tiny maps and low monster counts but it will kick your ass.
  10. Ozku

    MAYhem 2018 - Orange Version!

    I updated Surge for the new resource pack, there are also some fixes and texture alignments. Still no coop balance though. http://www.mediafire.com/file/ic8kutpy24y49qr/ozku-surgev2.wad
  11. I used to watch his videos since around 2010, it's so sad to see him go like this. Rest in peace.
  12. Ozku

    MAYhem 2018 - Orange Version!

    Thanks for the demo, it gave me a lot of useful feedback on how someone else would play the map. Glad to hear you enjoyed it!
  13. Ozku

    MAYhem 2018 - Orange Version!

    Surge (updated) It has difficulty settings, coop spawns and uses midi "Going down the fast way" from Rise of The Triad. Playtime is about 10-15 minutes. If someone wants to test it, I would really appreciate any feedback and tips you have to offer. Couple new Pics in spoilers
  14. Ozku

    MAYhem 2018 - Orange Version!

    Some wip screenies of the first half of the map. Got the structure and level flow mostly done, still working on texturing and encounters. Start Outdoor area
  15. Ozku

    MAYhem 2018 - Orange Version!

    I would like to contribute a map here. Any other restrictions I should be aware of? Like map size or difficulty.
  16. Ozku

    Phobos mountain outpost

    I Played through this on UV. Quite enjoyable map! You're not holding back when it comes to difficulty. You have some quite fun encounters, the ones around the yellow key and SSG come to my mind. I also like how I would have preferred to have armor earlier on since you're up against pretty tough opposition right from the beginning, I ended up clearing half of the map with no armor and that left me little room for mistakes. The outdoor areas with colored lighting look pretty good, combined with the chill music I really enjoyed the overall "feel" the map has. This is really good for your first map imo.
  17. Ozku

    The DWmegawad Club plays: Reverie

    Map 13: stronghold of earth This map is divided in two parts, the outer area made of various buildings and caves and the stronghold itself. The progression isn't that obvious, it's something you probably accidentally just stumble across by simply wandering around. The game play isn't too difficult, you fight mostly weaker enemies with handful of mid-tier enemies showing up every now and then. You come across a surprise archvile or two and even a cyberdemon but there is enough health and armor around so you can afford a few mistakes. I liked the boat near the end, I wish it led straight into the next map instead of taking you to a generic end teleport. Map 14: Tyranny You have a fortress, a pistol and a truckload of enemies with tons of health. I didn't think to look for the ssg in the pit so I beat most of the map by grinding it trough with basic shotgun and occasional use of plasma. This didn't bother me too much since killing all the barons or Arachnotrons isn't necessary to exit the map and can be skipped without a hassle. This was a quite straightforward map overall, get the keys, hit a couple of switches and teleport out. Map 15: Blade Runner You get the ssg and the cg right from the start. However, the ammo is very scarce for the 2/3 of the map so using chainsaw to deal with the lesser enemies is probably on the cards. It's a good idea to leave the Arachnotrons alive to infight with the horde that spawns in later. The ammo room you eventually find gives you enough firepower to deal with everything left in the map which is a nice change in gameplay after barely scraping by. The map itself takes a clear inspiration of Industrial zone, you are free to explore most of the buildings in any order you want. There is also a small puzzle involved with the red key. I liked the progression here, you always have a clear objective with the buildings outside the main area.
  18. Ozku

    The DWmegawad Club plays: Reverie

    Map09: Fracture With pistol start the gameplay on this map changes up a bit. You are facing higher tier enemies and your and have to find the secret rocket launcher and ssg to realistically deal with them all. Trying to rush the exit will lead to a nasty surprise in the form of two archviles. I enjoyed the gameplay here. Map10: The Tech Towers I was waiting for this level. The main feature here is a gigantic area with tall towers that connect to each other. The progression takes place inside these towers, not paying attention on what you're doing can lead you to lose the track of the level quite easily. Most of the fighting takes place in quite cramped rooms and corridors. The map makes good use of these small spaces to make them feel larger than they actually are. Exploring the level reveals some extra ammo and a plasma rifle that becomes a necessity when dealing with archviles and revenants in these tight rooms. I really liked this map, it is one of the most memorable levels in the wad for me. Map11: Hello, Cybie! I love me some doom furniture (that treadmill!). Gameplay wise this level is nothing spectacular, rooms filled with trash enemies with couple higher tier enemies to spice things up. The level is quite short too, which is good because it's real feature are the two cybies near the exit (hope you know how to 2-shot one). It's a nice fast level to end the first episode. Map12: Armageddon Valley You start in a crashed spaceship of some sort which was quite cool way to show how you got in here. This short level takes place in a small cave system, at some point two archviles teleport in different parts of level to brighten up your day. Can't really complain about this level, it's quite surprising to see 6 secrets in such a short map though.
  19. Ozku

    Any Doom-related dreams?

    I remember this dream I had years ago. I was in a circular medium sized room with hellish textures, a big fireblu pillar in the middle and a stairway along the walls that led up to a door. I remember trying to leave trough the door, only to realize it was locked and the room was being filled with cacos. I tried to frantically bring up the menu so I could quit the game but it would not work for whatever reason. Just when the cacos were about to eat me, the door opened and I managed to escape.
  20. Ozku

    The DWmegawad Club plays: Reverie

    Map 05: substance Quite simple level, it doesn't have that much going in it other than the last big arena. The blue armor comes in handy since the level is full of hitscanners and health is a bit sparse. Map 06: sledgehammer This level reminds me a bit of map03 but this time it has a lot more interesting stuff going on with the small puzzles and finding the keys. There are some quite obvious influences from different stock maps (map24 with that pipewall/console area and map25 with the cage area). This is the first level where I decided to start using saves. Map 07: Lazarus The very first chaingunner is especially nasty without mouse look. With pistol start you have just barely enough ammo to get by until you hit the main arena. Once you get the weapons it unfortunately becomes another dead simple 2.0. At least the spider fight was fun. Map 08: Triplet II I really liked this map, you start in a hub and get to choose the order you go through the level. There are some really nice and creative puzzles here, the teleport puzzle took me a while but I managed to brute force through it eventually. I also grabbed the invul secret too early only to realise there was cybie fight 3 minutes later.
  21. Hello Doomworld! I finally managed to finish something I started. This wad has two small levels I made for vanilla Doom 2. The maps are techbase themed, mostly filled with low-tier monsters but expect to see a couple encounters intended to ramp up the challenge a bit. I'd appreciate any feedback you can give me. Name: Mountain Base Map Format: Doom Ports Tested: Chocolate Doom, GZDoom IWAD: Doom 2 Maps: MAP01-02 Gameplay: Single play Difficulty Settings: Yes Multiplayer Placement: No Build Time: About a week Music: The Imp's Song by Bobby Prince, "Horizon" by Tom Mustaine Textures: Sky texture based on Doom 2 rsky3 Screenshots: Download:http://www.mediafire.com/file/5sxnwu20aav30si/MNTBASE.zip
  22. Ozku

    The DWmegawad Club plays: Reverie

    MAP03: The Cup of Wrath UV Pistol start, 1/2 secrets Ammo was quite limited for the first part of the map, you are supplied with a chainsaw soon enough but have little other options to tackle the monsters. The blue key trap almost got me killed but I managed to abuse the tiny line of sight blockers to get the chaingunners stop firing on me. The linearity makes this feel more like a filler map than anything else. MAP04: Divine Judgement UV Pistol start, 5/7 secrets Definitely a step up from last level in terms of fun and difficulty. There are some really well made and tricky secrets here. The yellow key took me embarrassingly long to figure out. I am not terribly fond of not being able to backtrack to the starting room for the berserk secret.
  23. Ozku

    Mountain Base - My first release

    Thanks for the feedback, I really liked the presentation of your video!
  24. Ozku

    The DWmegawad Club plays: Reverie

    MAP02: Soldier's Stand Crispy Doom, UV Pistol start Simple but fun map. Standing still in the first fight gets you filled with lead, thankfully the conveniently placed barrels on left of you can be blown up quickly to clear the hallway for safe retreat. The second highlight of the level is the blue key room, rather than having a simple monster closet, the water lowers revealing the new monsters while changing your play area significantly.