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


  • Content count

  • Joined

  • Last visited

About Skunkbear

  • Rank
    New Member

Recent Profile Visitors

188 profile views
  1. Skunkbear

    REKKR - V1.16

    I just finished playing through the entire thing on the Brawler difficulty and really enjoyed it. My favourite level was E1M7 'Dripstone Wharf'. Absolutely excellent wad. I noticed a few minor issues, however: In several places, there were some small textures misalignments, particularly in outside/rocky areas, as shown in the pics below. Also, sometimes for liquid flats/textures such as acid or lava, they had a wrong sidedef such as a waterfall as shown below. In E1M7, there is a small cubbyhole that a 'Sorrow' emerges from behind you as you use the lift. The player can get softlocked/stuck in this hole with no way out if the lift raises behind them. The hole can be seen below. Lastly, the final mission of E4 supposedly contains no secrets, however, right at the start, there is an unobvious wall that can be lowered to reveal all sorts of goodies. Should this not be a secret? None of these is a particularly big deal, just thought you should know. Otherwise, the wad was absolutely fantastic! Well done to everyone involved.
  2. Hi all, I am currently tinkering around with custom difficulty settings in MapInfo and have a couple of questions regarding the aggressiveness variable and the 'FastMonsters' tag. The ZDoom wiki hasn't been very helpful so far. As far as I can tell, the FastMonsters tag appears to: greatly increase the movement speed of pinky demons/spectres lowers the reaction time of monsters increases the rate of fire of monsters increases the speed of enemy projectiles Whereas the aggressiveness variable doesn't seem to do much apart from perhaps increasing the rate of fire of monsters a little bit. Could anyone please provide some clarification on what exactly these two variables do and the difference between them? Ideally, I would like to have all the effects of the FastMonsters tag, just toned down a little bit. Thanks.
  3. Skunkbear

    Demonic Citadel Wad

    Just an FYI in case anyone still happens to see this thread, I have updated my wad. Changes include numerous small tweaks/minor visual improvements/a bit more ammo added to most levels. But most importantly, I have fixed an issue on level 3 where there was a small chance the player could get stuck in the outside area. The updated version (V2.1) can still be found via the original link.
  4. Skunkbear

    Phobos: The Doomed Moon

    I just played through the entire thing (took me a while). I really enjoyed it! The visual aesthetics and detail were excellent. Nice work. I played it on Hurt Me Plenty and found it very difficult.
  5. Skunkbear

    I'm Also Looking to Play and Record Your Maps

    Hi there, It would be cool to see your thoughts on my wad 'Demonic Citadel' which can be found here: https://www.moddb.com/games/doom-ii/addons/demonic-citadel-v2 Length is probably around just under 2 hours for all 9 levels (the maps typically take about 10-15 minutes each apart from levels 01 and 09 which are a bit shorter and longer respectively). The difficulty is probably a bit easier than most of the other wads around here, although the last couple of levels should certainly be a bit of a challenge. Hope you have fun, good luck!
  6. Skunkbear

    Demonic Citadel Wad

    That's strange, did you not manage to get the yellow key from that area? Killing both cacodemons that emerge should lower the platform with the yellow key on it. Once you get the yellow key, two arachnotrons will be released, which when killed will open the door to get out. There is a small chance that the platform will not lower/door will not raise all the way if you happen to kill both cacodemons or arachnotrons with the exact same shot. However, there is actually a sort of failsafe so that you can still get out. If the platform with the key has not lowered all the way, you can pick up an ammo clip from either of the bunkers in which the cacodemons emerged from to trigger the platform to lower the rest of the way. If the door has not raised enough and you still can't get through it, you can quickly step into one of the areas the arachnotrons emerged from and the door will open the rest of the way. Hope this helps. Thanks for playing!
  7. Skunkbear

    Demonic Citadel Wad

    Hi everyone, I recently made a wad containing 9 levels for Doom II called Demonic Citadel which can be found here: https://www.moddb.com/games/doom-ii/addons/demonic-citadel-v2 Here are some screenshots: https://imgur.com/a/eKp9tXE The levels start off fairly simple and straightforward but become progressively more complex and ambitious. The levels differ depending on difficulty level. I would recommend enabling mouse look and disabling auto-aim in the options, but it's up to you. However, jumping and crouching should not be allowed. This wad should be played with the Gzdoom port (using the original Doom II iwad). I made it using GZDoomBuilder and tested it with Gzdoom (also with the 'Smooth Doom' mod). Each level/map has its own general theme. The gameplay is mostly vanilla although there are a few custom monsters from realm667 scattered about. The whole wad takes approximately 2 hours to complete (depending on difficulty level and your playstyle). Experienced players may find it fairly easy compared to some other wads, although the ultra-violence difficulty setting should still provide some challenge. This is my second proper attempt at making a wad so any feedback/critique would be greatly appreciated. Please let me know if something doesn't work properly, or if I have forgotten to include something essential in the file/description. Good luck!