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Catpho

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Everything posted by Catpho

  1. Ditto. Always appreciate folks like you and hawkwind.
  2. Catpho

    12 Maps I Loved This Year

    It's by RonnieJamesDiner. Rest of the credits are found in the OP. Cool write-ups. Lists are good, espeacially when there are rationales behind them.
  3. Really cool looking screenshots there!
  4. Catpho

    SIGIL II - Episode 6

    playing on the lastest dsda doom. Some problem with the sky texture?
  5. Catpho

    2023 Cacowards

    This time in the Doom community will go into myth. To feel completely content with the present state of a medium you love is an incomparable feeling. Saying this now as proof that it isn't just nostalgia talking in that distant future. This community is the best gift possible for a game that's still getting namechecked three decades later. Glad to see the archivists getting love. Half of my Doom wiki activity is literally just pestering them.
  6. Nice April fools joke.
  7. Your next shipment of maps have arrived, from your friends at the local mapfactory: Doomer Boards (doomer.boards.net) Circle of Caina SP is a short episode for Doom 2 designed for limit removing source ports made by various members of Doomer Boards. Download SiFi270's Map05 patch for limit-removing ports Screenshots: MAPLIST MAP01: The Chill Before The Thrill by noisyvelvet MAP02: Frostbite by 40oz MAP03: Some Other Circle by 40oz MAP04: The Stairway by valkiriforce MAP05: Frosty Cream Glade by supercupcaketactics MAP06: Cold Shoulder by 40oz MAP07: Below Zero by 40oz MAP08: Hot Action In Cold Igloos by joe-ilya Read more: http://doomer.boards.net/thread/1208/ti-limit-removing-circle-caina#ixzz5ELiZlVM1 Previous projects:
  8. Catpho

    1x1 [MBF21] (Final Release)

    Wanna thank @Kinetic for listing El Inferno's map here as one of their favs in that memorable maps thread. I was already pretty receptive to playing more Inferno maps after sampling Dance on the Water (up to map03, which is taking time for obvious reasons), and this is as great as promised. The end sequence isn't as demanding as I've come to expect from this author's levels, but it's still quite cool anyway and acts as a neat bit of catharsis after a rather grueling sheepdog exercise.
  9. Belated complete playthrough (minus one portal apparently!) on Tough, Beta 1: Boring secret hunting video: Part 12 Sunken Sanctuary: Part 13, Part 14, Part 15, Part 16 Iron Blue Intention: Part 17, Part 18 The Old Earth (cont.): Part 19 Eye of The Cosmos: Part 20, Part 21, Part 22, Part 23. Tough is just right for me to breeze through the set without feeling like I was steamrolling it (I tried Ruin and I shudder to imagine Fall Arborea being my introduction hah, bullish UV player I am). Difficulty balancing is top notch here, at least with Tough :D I dunno man, I might like it even more than Paradise, and I already thought that project would be a dream career-capper for many, a culmination of your previous tinkering to make the best of Doom's arcade-y side arcade harder. Maybe it's that the fights themselves are better, with great showings from both the ol' reliables and the new guns (on both sides). It felt like playing one of those Ribbiks (his more "conventional" slaughter stuff at least) and Wilou wads at their most inviting, a niche where things are elaborate and demand attention but you just kinda felt like ramming everything at full speed anyway. Maybe it's the surprisingly effective hub structure and the candy trail of secrets tying it together: I've never been happier to find a berserk pack or a minigun, and that's not to say that sometimes you can link yourself to another part of the map from some separate world. It's somehow an addicting and stylish way to link what are disparate levels together: it keeps the actual size and length seem manageable despite the continuous nature of the arsenal, which makes it really hard for me to put the wad down as there always felt like something was happening — I was always accomplishing something, and I was accomplishing them fast. That kind of thrumming momentum is a perfect compliment to the combat style you've been practicing with Supercharge. And of course they look beautiful: it's the most earnestly crafted big broad video-game-y environments, where certain popular tropes of certain gameplay-first doom maps (and some non Doom stuff) are sculpted with the utmost gravity (the guest maps are kinda their own thing imo, but of course that's the point and they are great too). This is rounded off by a bouncy, buoyant soundtrack; you can't stop while listening to those tunes really. Fine job from everyone involved. Probably going to be one of my major references for Doom as a big ball of energy for years to come, and with the amount of content in here, I'll be revisiting often.
  10. Catpho

    Best videos for altered consciousness viewing

    ^ You can. Just press edit on your op and the box containing the thread title can be edited.
  11. Catpho

    mrrp

    It is my moral obligation to post in this thread.
  12. As shown in this video: Strangely enough, the fade works fine when I set it to windowed mode. I wonder what is happening here? I'm playing on the latest devbuild. Edit: It seems to only happen when I set the res to 1400 x 1050, 4:3. On Legacy Fullscreen at 1280 x 960, the fade also works correctly. It seems that this is the root of my problem?
  13. Recorded a blind play of @Ravendesk's map31 (Part 1, Part 2, Part 3), but it's been so long I forgot all the details :D Cool map, tons of memorable use of floor scrolling in fights, platforming into all the corners of the landscape for secrets is dope. It's saying something that your later maps look even more impressive, even if their popularity seems somewhat limited by your somewhat quirky taste, as with the case of a lot of challenge map admirers (their loss, ofc). Can't wait to binge em, and hope that you'll get the players you deserve.
  14. Well, I'd love the fix, but your call cb. Thanks for the troubleshooting guys.
  15. Hi, cool mapset. Just a small hiccup from my end: any idea why my dsda doom would display the sky in map13 like this? I checked brainfreeze's max and it looked normal, so I assume it is a my end thing. Pinging the author @cannonball to see if he can help :P I use pretty much the default software settings on dsda, if that helps.
  16. More video playthroughs. So much fun: The Old Earth (Pre Minigun): Part 4, Part 5, Part 6 Royal Chapel: Part 7, Part 8, Part 9 (Contains a bit of Tower of Night Seer) Tower of Night Seer: Part 10, Part 11, Part 12 I'm probably in the minority regarding this one, but I think Royal Chapel's gameplay is not as dynamic as the surrounding levels. A lot of times monsters don't generate any meaningful pressure even on Tough, often taken on one by one, or without teamwork or synergy when together, or just kinda walk into your shooting range. I think the stairs fight in that level is about the only exception, which I thought was pretty cool. I don't dislike the level on its own, and it has the benefit of being pretty as hell, but it does feel a bit naked compared to this mapset's other levels where combat chops are concerned.
  17. Finally finished all of it. Some disjointed thoughts in spoiler: I played the 0.5 version, so I'm probably missing a lot of the fixes.
  18. Catpho

    What is your favorite "chapter" in Doom II?

    The Hell episode has the most evocative theme in the classic games, that being an abstract impression (with heavy emphasis on "impression") of Earth filtered through Hell. It gave the episode a unique atmosphere, what DotW described as "(a) subtly melancholy aura of ruinous decay". It also had some of Doom II strongest levels (23, 24, 26, 27, 29), but also some of the weakest (21's disconnected boxes, 22 the weakest of the McGee levels, 25 being a barren Shawn Green level). The city episode is consistently strong on a thematic and conceptual level. Being set in a city gave the designers many liberties in designing vertical, scaled-up spaces with a sandbox element, stuff like maps 13, 15 (maybe Romero's best map in the entire game), 16, 20, parts of map 12, while also containing some fun action packed levels like 17, 18. The pretty 14 doesn't hurt. No real weak levels, maybe 19 I don't care for that much since it feels like a dungeon crawl holdover from Petersen's overall weaker UDoom days. It can be argued that the highs of the hell episode is worth more than most of the good city episode levels, but for me the gap isn't big enough to find it to be immersive atmospherically and engaging on a level by level basis. Starport levels get low points from me mostly because I'm not a fan of Doom II McGee. Too safe in level design (not obviously bad like the worst Petersen moments, but doesn't contain the ambition and mad inspiration when Romero and Petersen get serious), rather mediocre visuals (yeah his texture and lighting niceties are ok, but the architecture and layout are mostly undramatic) and restrained in combat (which is an early game thing, to be fair) for me to like them, but the episode improves massively when Petersen craziness and Romero's map 11 steps in at the end. Petersen + Romero is Doom II for me. So I like Doom II's Hell as a setting better and some of the game's strongest levels are in there, but the city level's highs are not that far behind and that episode is much more sustained in quality and I like the city theme nearly as much. I guess one's assesment of the game highly depends on whether they think the combination of the squalid, gritty art direction of the textures, combined with the whimsical level design style where weridness is embraced resulting in a highly tricky tone between the grim and the playful is a good thing or a bad thing. Doom II is a video gamey-y video game with a mournful, subtly lovecraftian cloak. Weird game, but that's why I like it.
  19. @Danlex Reasonable concerns. Just to clarify: I meant there to be a mix of keys in the central area and the border areas, so the player would not be able to predict where keys might be on a blind playthrough.
  20. Hey, dreams come true! I played through Aurelius's map (Part 1, Part 2, Part 3) on the "Tough" setting. I only decided to record on a whim when I've already made some progress, but there should still be a substantial chunk of gameplay recorded. I do want to mention that in the Part 1 video during the soulsphere + baron crusher fight at around 9:34, I think I was cheesing the fight by camping in one corner considering how many moving parts there were. Otherwise badass stuff. As a side note, I do wanna ask if I'm setting up the lighting correctly, especially concerning the Gallery map (you can see what it looks like on my end at 6:21 in my Part 3 vid). Always wanna be sure with levels that use a lot of darkness on GZ. I use the "Dark" lighting setting on GZ 4.10.
  21. Catpho

    What are you playing now?

    Played D2 MAP26. In hindsight, I was probably too influenced by the popularity of KDitD, so I thought that Romero's 90s levels were fast and breezy. Lo and behold, the sass. Abandoned Mines at one point features a (admittedly optional) blind drop into a pit with a manc and a dozen barrels, looking like something Sandy would set up if he was in a bad mood. That's not to mention how sprawling and messy the navigation in 26 could be, what with a dozen "secret" (the obvious kind) passageways dumping you through all corners of the map. He's not always like this in D2, esp. in his more streamlined (and perhaps consequently?) popular levels MAP11 & MAP29, but I really appreciate these Sandy-like moments where he embraces the general "screw normalcy" attitude of the game. D2 Romero > his other doom levels, something with the attitude of Sigil and the speed of D2 would be great. Fractured Worlds is my favorite Stardate. Props to Nirvana for making vile zerg rush and point blank multi cyb duels seem chill (Midnight Tengu moment).
  22. Neat level. Will echo MFG's comment on the battery draining a bit too quickly. Maybe the initial battery should be slightly higher? Something else of note is that there is a viable strategy where I can just stick to the borders of the forest and eventually come across all possible key spawn points. I think it would've been scarier if I was forced to go to the middle of the forest to find keys and lose that safety tether.
  23. Catpho

    What's in a (map) name?

    Skillsaw has got you covered invictius:
  24. Morbid Autumn is a Doom 2 limit removing episode made by various members of Doomer Boards. This month's project lead is 40oz. Download Screenshots: MAPLIST: MAP01: Mortis Castille - 40oz MAP02: The Guillotine - 40oz MAP03: Hate Tectonics - peerdolius MAP04: Norwich Lane - sonny666 MAP05: Magma Gorge - 40oz MAP06: Deathwhistle - supercupcaketactics MAP07: Der Galgen - an0n/AnonimVio MAP08: The Fallen Towers - joeilya MAP09: Call of the Canyon - morpheuskitami MAP10: Dusk Ache - 40oz/supercupcaketactics Previous Projects:
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