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About Nymbus_Hustle

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    Green Marine

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  1. Nymbus_Hustle

    Post Your Doom Picture (Part 2)

    Made a good bit of progress and ironed out a lot of bugs. I cleaned up the outside part, extended the acid pit platforming section and removed some enemies from it. I also added stairs on either side of the spawn. I'm planning on working in a secret path through the level along with the main path, and a completely optional section. My greatest hurdle so far was getting doors to work. I didn't know that linedefs had a direction until reading this wiki page about doors This looks amazing, and are those palm trees 3D?
  2. Nymbus_Hustle

    Can I have some tips on making good map layouts?

    I'm fairly new to mapping and level design, but this is what I've learned so far. A small tip, is that if you have a start area with an openable door and a door requiring a keycard. Start the player facing the keycard door, so they immediately know what their goal is. Similarly, if a player is just entering a room, put the keycard door/puzzle right in their view from the beginning of the room. Other small things like lighting or texture cues help pull a player to where they're supposed to go.
  3. Nymbus_Hustle

    Things about Doom you just found out

    I was replaying E3 and literally thinking to myself "Oh damn, I wish I had the SSG" or "Just hit three twice... dammit! This is Doom 1" The ssg just makes killing demons and lost souls make more sense. What's the clip from, Ling?
  4. Nymbus_Hustle

    Caco or Pain Elemental, which is the more adorable monster?

    The horns are also cyberdemon horns, and the skull in his mouth before he fire's a lost soul is an old unused enemy I'd say neither, but the pain elemental's eye is just cuter ngl
  5. Nymbus_Hustle

    The DWmegawad Club plays: SIGIL & Nihility & Back to Basics

    Still playing on HMP, e2m3 was fairly linear like others say, but I don't think it's to the detriment of the level. It's a break from the previous two feeling less linear but also less like I'm fully aware of where I'm heading. In this level, it's more enemies & monster traps, and it seems the level has much less in the way of health & ammo. I found one secret, I found it more difficult to find secrets in this level than the past two. This level also left me with 7 health after the last room, so I'll definitely be replaying the first three levels tomorrow to try to get more ammo & health before the fourth level. Overall, digging this wad's experience.
  6. Nymbus_Hustle

    Evolution of the WAD - a show about Doom mapping

    WOW THIS IS EXACTLY WHAT I WAS LOOKING FOR, AND IT'S LIKE THREE HOURS A POP!! It's sad the series seems to be dead, but Capn still checks Doomworld. He just hasn't posted in a minute. I'm only on episode 1, but I hope they put more content out. This series just changed my perspective on Sandy Peterson, he truly is the most underrated level designer. I'm excited to crunch through this while mapping !
  7. Nymbus_Hustle

    Doom Eternal E3 - Sunday 5:30 PDT

    Gmanlives made a video about his experience playing Doom Eternal at E3
  8. Nymbus_Hustle

    I made a hell level

    Playthroughs: ~7 Difficulty: UV Secrets: 1/2 Definitely expand this, expand everything about this! I didn't read that you said it had two paths and was pleasantly surprised about that. I think the blue path was a little bit easier because you didn't have to push a button to get out like the red path. I like that you used red and blue torches at the beginning to show where the two paths will be inside. I couldn't find the second secret, and I searched everywhere, other than that my only gripe was that it was a little too easy, I didn't actually kill any of the cacos until the seventh playthrough. I do like that, unlike the vanilla E3M1, you didn't make us pistol fight cacos and gave a shotgun at the beginning of the map. Very good overall, and I'd like to see more maps like this or an expansion of this map's idea.
  9. Nymbus_Hustle

    Post Your Doom Picture (Part 2)

    Working on this, I plan to finish it but I'm not sure when. Currently detailing and giving the rooms height. Right now there really aren't many height differences between rooms and sectors. In the spawn room, I plan to add stairs that ascend to the north and descend to the south leading to the room before the big waste pit in the southeast of this screenshot. I just finished texturing lots of the map as seen in fullbright screenies below
  10. Nymbus_Hustle

    Fresh Meat - WIP, Maps01-04, Updated 13/06/2019

    Map01 is pretty good, I'd say it's just a little too short, which honestly is the best complaint haha. I'll play through your other maps later, you should bundle these into one wad file! I really like the lights done here I also think that this button was kind of hidden and if you didn't intend that then I'd move it, but it felt p good to find ngl.
  11. Nymbus_Hustle

    What Was the First Map You Published or Made?

    Thanks y'all for posting! I really dig this map, the layout is surprising for one's first map. You don't see design like this in most of vanilla Doom, and the map has a good amount of verticality to it, especially since you can jump from some spots onto lower spots where ammo/mobs are. While my maps do have variable heights to them, I haven't played much with verticality in level design. I also like how the exit is at the beginning of the level, telling the player what/where the goal of the map is. I played your first map, and I played your second one too. I like how, a central critique of your first map was that it didn't have much heigh variation. I dig that the very start of the second map descends from the spawn point. As if to be like "This map is going to be very different from my first one". Btw I like the music you put into your first map. Your second map is certainly a massive departure from your first map, the architecture is certainly giving me a lot of ideas. Thanks for your comment Lain, will get to playing your third map soon. I'll definitely get to playing this next, I just need a break from Doom.
  12. Nymbus_Hustle

    Post Your Doom Picture (Part 2)

    Damn a lot of these HD textures are crazy clean. I'm always surprised by what modders can do. Got a link? That looks fly
  13. Nymbus_Hustle

    i'm losing my joy of watching movies.

    What is your evidence that it's due to political ideology? Honestly, something I didn't dig ab the original Ghostbusters is that the black character is just a dude they pick up halfway through, whereas all the white leads are scientists. As I said, I've only seen the trailer to GB 2016, but If this was a truly political or ""PC"" retelling of Ghostbusters wouldn't they have totally rewritten the black lead? As far as I'm aware they didn't. THIS.
  14. Nymbus_Hustle

    i'm losing my joy of watching movies.

    I haven't seen GB 2016 tbh, which is why I didn't reply however, I was very skeptical that he didn't give any examples. Honestly, I remember people saying the trailer was feminist, even though there's absolutely nothing political ab it. I should check Hidden Figures out, sounds like an interesting movie.
  15. Hey everyone, I'm looking for map making inspiration and want to play some more basic maps for inspiration. I haven't published anything yet, but I figure this thread would generate good discussion.