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whirledtsar

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Everything posted by whirledtsar

  1. whirledtsar

    Mapset: MedEvil

    Three small to medium-sized levels with a gothic castle theme. Balanced for pistol start, with difficulties implemented. Requires PrBoom+ or compatible engine (eg. GZDoom). Download
  2. Just use BloodGDX. It's accurate enough that it runs demos recorded in the original game without ever desyncing. Which to me means it's close enough to 100% accurate gameplay-wise. The only complains I've heard regard its' not entirely accurate lighting (due to using OpenGL).
  3. whirledtsar

    4 Seasons of DOOM (on idgames)

    Very awesome mapset. Such detailed & organic environments with plenty of space to move. One problem I've had though - the invisible walls in Map02. They can be really annoying, especially when they're really close to the playing area, since there's zero visual indication. I died to a damn Revenant because I expected room to maneuver but ran into one. It would be nice if there was some sort of indication, like a midtexture fence, or a drop in elevation.
  4. whirledtsar

    Post Your Doom Picture (Part 2)

    All I know is they're from Quake, heh
  5. Non-linearity that's better than a hub area with independent branching paths. Like when the whole map feels connected in an organic, fun to explore way.
  6. whirledtsar

    Post Your Doom Picture (Part 2)

    Pretty much finished with this little 3-map set. edit: released here
  7. whirledtsar

    Slaughterfest WADs: Pro or Anti?

    Preacher (after the first couple maps)
  8. whirledtsar

    Slaughterfest WADs: Pro or Anti?

    I enjoy them from time to time. I think a lot of people dislike the whole concept because of the trope/reality of megawads becoming slaughter in their latter levels. Which can be frustrating because it doesn't match their expectations, and isn't always done skillfully.
  9. whirledtsar

    Cynical hates on NIghtdive Studio

    Just disagreeing with the prevailing opinion isn't (or shouldn't be, at least) reason to be banned.
  10. whirledtsar

    How do you feel the vanilla game has aged?

    The large majority of usermaps (including lauded wads) look unrealistic and like nothing at all. That's part of Doom. All the realism is thrown out in favor of abstract, gameplay-oriented environments. And no offense but I can't imagine being confused in a Doom 1 level, sure they look maze-like from the automap but they're small/compact and full of landmarks.
  11. whirledtsar

    Urotsuki: Radical Way

    Unlike the previous Urotsuki maps, I agree with the popular opinion. Not fun. For the first half there's too many enemies and not enough ammo. Plus the environment is way overdetailed (including the ground), resulting in awkward movement making the situation even more frustrating. Later you get enough ammo & weapons, but it's mostly used on tedious Cyberdemon fighting.
  12. whirledtsar

    Funny Jump Scares In Doom

    It seems silly now, but the moment in E1M3 where the lights go black and the imp closet opens was pretty spooky the first time.
  13. whirledtsar

    Urotsuki 2: Cargo Cult

    Very cool map, and a big improvement on the first Urotsuki map. The gameplay is more creative, with a lot more variation in weapons, enemies, & combat scenarios. The visuals are more creative as well, covering a city, a military base, a cathedral, and more - all while maintaining a coherent style. The music choice is also much improved - an atmospheric track that reminds me of Chasm The Rift. The only thing I found odd was the level exit - when you reach the exit you also open the way to a big but completely optional area. Perhaps I just happened to find a shortcut or something.
  14. whirledtsar

    Urotsuki: Inferno Road

    Cool map with a unique flesh-tech-hell-city theme. The level design is pretty simple and enjoyable, and the gameplay isn't bad at all. You have to fight a few mid-tier monsters with the single-barrel, but oh well, that's life sometimes. The biggest problem is the music choice (unless you enjoy annoying dubstep).
  15. whirledtsar

    Sine Die

    Does it have a lot of details and some creative Boom scripting? Absolutely. Is it actually fun to play? Absolutely not.
  16. whirledtsar

    VINESAUCE DOOM MAPPING CONTEST 2.

    It's his stream, his contest, etc. He never said he would complete the submissions quickly or devote all of his attention to the contest. And anybody who watches his streams (the target demographic of the contest) knows he does a variety of stuff, not just one game at a time.
  17. whirledtsar

    Favorite Source Port?

    Wow, disabling mouse acceleration fixed the problem completely. Nice.
  18. whirledtsar

    Favorite Source Port?

    GZDoom. There are some annoying aspects to it, but so many mods and maps are made for it I can't NOT use it. And Zandronum for online of course. I've tried PrBoom+, but the mouse feels really bad, even after much fiddling with sensitivity.
  19. whirledtsar

    Post your Doom textures!

    I love the gloomy tree sky, it looks like a Black Metal album cover.
  20. whirledtsar

    Community Chest 64

    Oh, ok, didnt know.
  21. whirledtsar

    Community Chest 64

    Can we add a mirrored version of this texture to the resource pack? Otherwise it's not very viable as a midtexture since it has no backside.
  22. whirledtsar

    Community Chest 64

    So what is the default / standard brightness level in D64 EX? Lowest, medium, or brightest?
  23. whirledtsar

    The City of The Damned Apocalypse

    What a shame. The atmosphere and visuals of this wad are very well-done and are perfect for me, a big fan of the game Blood. But unfortunately the actual gameplay is a huge letdown. It's just not fun. You're given so little ammo that even if you begin with perfect aim, you'll undoubtedly run out and be faced with hitscan cultists and zero ammo. So you need to use the pitchfork on the poisonous enemies in the beginning (unfun) to have a chance against the cultists later on. This sums up the entirety of the mod's progression. You need to take EXACTLY the right path and make EXACTLY the right moves or you will be fucked. Which is really stupid since the city is so non-linear. It's punishing players for exploring. Just started exploring the city and feel like checking out this warehouse? Nope, here's two mini-bosses you couldn't possibly defeat at this point! How fun. And also due to this non-linearity, one is liable to get lost, trying to find the way to progress or remember exactly where to backtrack to. Some would say "it's supposed to be ammo-starved & punishing like Blood". Well really only the first few levels of Blood are ammo-starved, for most of the game you are given a reasonable amount of ammunition. Which is good, because running past enemies like a headless chicken or making painstaking effort to melee them is not fun.
  24. whirledtsar

    Level design tropes you use

    That's fine if there's an established texture that's never used on real doors, so players don't waste time trying to open them.
  25. whirledtsar

    Community Chest 64

    "Edgy"? The name suggestions were in the dark style of the original game. And they're much more catchy.
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