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RedemptionDenied

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About RedemptionDenied

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  1. RedemptionDenied

    Classic Doom I/II Maps vs. Fan Maps

    nobody mentioned the "progression" in themes throughout the maps also the mystery of not knowing whats going on vs. "yeah thats a fan/man-made wad, he put this here and this there - cool" at least thats what I feel quite often.. most importantly that all of us should have played through the original series first meaning "yeah back in the day everything was better" it was just earlier but first experiences stick to ones mind and therefore become the very benchmark
  2. RedemptionDenied

    PSX DOOM: Fall Of Triton (OUT NOW)

    no offense but if my doom looked like this... I'd kill myself this looks like some futuristic bs instead of classic psx doom with the big bars (pls dont take it too personally just another opinion of a classic psx doomer) :)
  3. RedemptionDenied

    PSX DOOM: Fall Of Triton (OUT NOW)

    paint^^ converting .png files into 10x smaller .jpgs and not cutting the bottom out properly :p
  4. RedemptionDenied

    PSX DOOM: Fall Of Triton (OUT NOW)

    I couldnt resist and played a couple of maps :D namely until Triton Technoly Let me start with a couple of good points: -you have a good grasp of level design as in "what needs to be inside a level" -your decoration is thought-out but has a slight problem which I will refer to later on -the first few levels were quite enjoyable, slow but steady ramp up of weapon usage -enough enemies and trigger rooms to deal with so it doesnt get boring for just a couple seconds the first few levels were quite enjoyable but either I've played this game too much or I have some valid (in my opinion) basic improvement of mapping concept that I shared with most of let's players I've watched over the years and these are as follows: - you have lets say 25-33% too much spacing in between corridors and rooms which leads to too many "things" as in obstacles/decorations and monsters that need to fill the "void" - you would not only need less variation but also less things to stuff into your map to make them more 'compact' and they would feel even better! - did you play your maps through and thought about ammunition? I think theres a little too much and I can always use the shotgun as much as I want to (which isnt necessarily a bad thing but mabye a little tooo comfortable :) I swear I thought 50% of the time if it would be a little more cramped this would be freaking awesome, but as of now it is just easy cruising for me and shotgunning without ever beeing threatened too much^^ again, maybe I've played this game too much.. I've never seen a chaingunner beat a Hellknight though today was a first.... Screen1: These kinds of rooms give the DooMish feeling, but the spacing is a little too big, Screen2: tiny nitpick but this is what gives maps the smoothness or steals :P Screen3: took me like 2 edges and 10 dodges bites from the nightmare until revenenant boy did his first shot to trigger him... Screen4: I didn't think about thse kinds of decorations^^ shlick idea Screen5: That was a wtf moment but a really good one Thats all for today, cheers
  5. RedemptionDenied

    PSX DOOM: Fall Of Triton (OUT NOW)

    completely share your opinion :) PSX DOOM is shlick! screens look promising but I hope you didn't space all maps this wide open hehe I'll try to play it as soon as I finish my project! until then cheers
  6. RedemptionDenied

    Chamber of Sin - Classic PSX DooM map project

    Sunday 4th Mar update: Hello again! As I'm somewhat away from my main pc and also helping out the family with some work, I had less time to keep on editing the map unfortunately but none the less I kept going and added four more rooms which are part of one of the opening routes. Also I want to remind you guys that I'm still in for your opinion about the theme music (updated first post). Here is a glimpse of the recent work I wanna share with you :) Cheers and until next time!
  7. RedemptionDenied

    my first two [vanilla] doom 1 levels

    looks pretty nice, as many before me already said its not too plain and fits well in the first levels :)
  8. RedemptionDenied

    Chamber of Sin - Classic PSX DooM map project

    Monday 26th Feb update: Hello again, more lighting/brightness improvements were made all around the map and I've added some fancy inbuild wall blue flame sticks (the first two so far) I've always loved the theme of playful lighting and catacomb like atmosphere they give. Really, Lighting makes all the difference just look at the ceiling and the shadows they throw in the two pictures, it gives weight to the room and makes it look more 'realistic'. Added a secret room with some nasty suprise hidden in the dark, aswell as a glimpse of another semi-secret room. I've also updated the main post asking for your opinion on which track do you think fits the best in this kind of map, I've picked three of my favourites but I cannot decide yet maybe you have a good opinion about one or the other :) ^^ thats all for today, cheers
  9. RedemptionDenied

    Chamber of Sin - Classic PSX DooM map project

    Sunday 25th Feb update: Hey Friends, added more pathing through 2 parts in an interconnected waterway system which hints at 2 locked key doors plus some goodies stored behind them and two one way exits. Also some major lighting/brightness improvements were made and the right side of the main room looks like a bit of a skull.. maybe with some treasure behind it ;) .. all unintentionally. That's all for today. Cheers
  10. RedemptionDenied

    Chamber of Sin - Classic PSX DooM map project

    hey bonnie, yes! high variation is important and I totally agree, theres actually quite a lot of ups and downs in the map and one route is specifically designed to fight your way upwards from a kind of catacomb like grove. I made some more from a different area of the map. regards
  11. RedemptionDenied

    Chamber of Sin - Classic PSX DooM map project

  12. Chamber of Sin _____________________________ Hello dear Doom Friends! As crazy as it may sound but I made my first DooM experiece on the playstation when I was six years old. Since then I've continued to watch and play DooM (mainly on the PSX versions) over the last 20 years. The lack of Maps compared to the PC version always bothered me and I praised the lord when the Total Conversion PSX mod came out and with the lost maps aswell. I didn't want to play them if it wasnt with the Total Conversion Mod. After a while I thought to myself I should try to make my own map with the more 'classic' Doom feeling to it and here we are. If I had to pick a few maps which inspired me the most I'd have to say - redemption denied, o of destruction and against thee wickedly, really loved those but they felt a bit too easy at times. The core concept is a three-way start. Three portals to three different parts of the map reaccessible though some sort of puzzling through with all 3 keys. A bigger room in the middle which is also the starting point of the map with a cyberdemon sitting atop of a plateau under a blood star and HE WILL SEE YOU... through half the map. I wanted an open, yet closed map style where one had to be careful of him at all times but also deal with the rooms itself. There are different weapon types for each section and the ammunition should just be enough. I've tried to make it fun to play while staying hard without any overloaded monsters or unnecessary difficulty --- (stuff for later when I upload the actual wad) I've included the necessary files into the Wad and you can run it just fine with the Total Conversion Mod if put into it. The main Wad used was the Doom2.IWAD even though I've used most of the files from the PSXDOOM.pk3 of the Total Conversion Mod. If you enter the main menu via singleplayer there's only one map to play, only one difficulty. --- I'm editing this map since the last two'n'half weeks and I was a total noob who had to learn every little thing about editing so far and I try to finish the map in the next 1-2 Weeks at least. I don't know if thats rather slow or normal but I've tried to make the textures align and pay attention to detail which sometimes took 6-8 hours without me noticing and if the inspiration is gone you gotta take a longer needed break sometimes. ___________ Update: Your opinion is needed! which of the following tracks do you think fits the best? let me hear your thoughts :) The screenshots may not be the best but I took them to finish this off for today and I know theres still alot of brightness sector adjusting to do ;) Until then, cheers
  13. RedemptionDenied

    Doombuilder 2 and PSX / GZDoom related Question

    Hey there! who said I'm using "rar" files in the first place ? I just renamed the .pk3 filename extension into .rar files to see if the way Empyre told me to get the map into the game - no big deal - and at no point did I do that until Empyre suggested the mapfolder thing^^ I never did use / include a rar file or any other file than the pk3 files into the editor's resource pool :) But this still doesn't seem to have any relation with the skybox not working though.. I assume it is a texture file thats not working properly To specify my problem - I have like 1-8 skytextures and they all look like this cheers!
  14. RedemptionDenied

    Doombuilder 2 and PSX / GZDoom related Question

    Hello, I dont have any issues with file names whatsoever and I've read that article even before I downloaded Doombuilder and Empyre taught me how to get the maps running 'ingame' and that wasnt a filename issue at all :) So do I have to assume the skybox issue has a relation to the filename? regards
  15. RedemptionDenied

    Doombuilder 2 and PSX / GZDoom related Question

    update: lava is working now - skybox not working
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