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Everything posted by Scorpinax
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What is your favorite spefic detail/ room thingie in doom wads?
Scorpinax replied to Grungo's topic in WAD Discussion
I really love flickering sectors with ceiling lights. They just always look good to me -
Confusing poll options, yes or no what? I save at the beginning of each level so I can keep my weapons. If the level is super long, I may make a mid level save or two. Play the game the way you want, the save function is there for a reason
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Can't believe this amazing game has been out for 30 years already! Its been my alltime favorite game for 20 years and I don't think it'll ever be topped! Cheers everyone!
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I think if the zombies are the reanimated corpses of dead soldiers, no way to save them. If they are living humans possessed by demonic entities, they could probably be saved. But Doomguy is battling an active invasion, so over the course of the games theres no time to stop and figure out a cure. It is a fun idea though. I'm imagining a horde of like 20 chaingunners suddenly turning back to normal in the middle of a hell fortress and deciding to just shred all the demons instead of Doomguy.
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I've made a few maps centered around slime, having a damaging liquid featured in levels can make for interesting map design
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My main complaint with DOOM 1 is the enemy variety, and just making the monsters faster isn't going to solve that.
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Is Borrowing Assets Considered Stealing?
Scorpinax replied to CenturionX's topic in Doom Editing Help
Really it depends on who you ask, but in general if the author didn't explicitly say "don't use this" and you've attempted to contact them you're in the clear, at least in my eyes, as long as you're using it for non commercial purposes.. Be prepared to remove it if the author ever responds and says no though -
Doom 1 is boring, I've played through it a few times and by about 6 maps in my eyes start to water. Shotgunning the same handful of enemies over and over becomes a chore pretty quickly
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Is DOOM 2 meant to be played continuously?
Scorpinax replied to Skerbergs's topic in Doom General Discussion
I think the reason so many people make maps pistol startable is that its just easier as the designer. Otherwise when testing you'd need to play through the other maps up to that map and figure out *roughly* how much ammo the player would have, then spawn that in and go from there. -
This is quite nice for a first attempt at mapping. Great job! I loved all the little details and how the maps areas connected together. There was a lot of detail that didn't rely on an over abudance of sectors. Other than some of the icicle textures not showing on the back side, I didn't see anything off. If you're looking to make the fights harder, I advise stricter control over ammo, as you can walk into the last fight with 600 plasma and an abundance of rockets I was expecting about twice as much opposition. But don't feel like you're doing something wrong if the map isn't hard: there's absolutely nothing wrong at all with a map thats on the easier side. Overall its ridiculously clean for a first attempt at mapping. You should be proud and definitely keep mapping, you'll make even greater things if you do!
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I love the Hellion. Its basically just an imp with a stronger fireball, so you can put it anywhere on a map. Also, it has beautiful animations.
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This is an intriguing topic. One of the earliest maps I made that still survives today is Map 02 of Chokehold, Aimless Wanderings. I don't know exactly how old this map is but its gotta be at least 9 years old at this point. Like most of my early maps its very small and jam packed with monsters. I jumped right into adding custom monsters so you'll see them in the map. ^ The main hallway is filled with pinkies and red pinkies that shoot bouncing shots, with an elevator up. ^ This area made me laugh because its literally just a hallway with doors filled with enemies. Hardly any detail and two cacos ambush you at the end. ^ The Entire map. Its not bad for how little I knew about the editor, I think.
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Do you obsessively playtest your own maps?
Scorpinax replied to Lucius Wooding's topic in Doom General Discussion
I spend more time playtesting than I do making the map. Maybe that means they're just fun to play or maybe im dodging responsibility to finish the damn map. -
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On a scale of one to ten, how purist are you when it comes to your preferred way of playing classic DOOM? 1- will play anything with the doom engine 10- absolute purist, classic controls only, no extra enemies/weapons/mechanics Some things to consider: -do you play with autoaim or do you use mouselook? -do map sets that incorporate jumping and crouching as something you HAVE to do bother you? -does it bother you if a map set has some things in it that don't perfectly fit the DOOM style? -do scaled sprites bother you? Do you want everything that old doom pixel way? -Do custom monsters or weapons affect your enjoyment of the wad you're playing? -do you prefer the music to be MIDI? I'm curious because I've seen it both ways here.
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newest version of wacky pack: its currently on hiatus. https://drive.google.com/file/d/1n4a1Hqb148gCkl9hbsCWk69-_UnFcPZM/view?usp=sharing
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Gib death for the realm667 Rottweiler. (credit to Captain Toenail for the original)
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Despite it's seemingly outdated graphics, DOOM I and DOOM II manage to maintain a very well composed atmosphere of tension. Of course there were obvious attempts to be frightening or at least shocking: butchered and hanging corpses lie around a lot of the levels and you're oftentimes literally walking through Hell itself. Obviously, after sinking dozens if not hundreds of hours into DOOM the enemies tend to lose some of their scare factor: after you've dissected them in and out and learned exactly how many rockets it takes to fell a Mancubus. the scares aren't quite as fresh. But even with thousands of hours sunk into the game, I find myself experiencing that unique type of fear DOOM creates fairly often: a combination of "this is pretty horrifying" and "I can very easily die here, oh shit oh shit". What gives these games their edge, an edge many games that focus entirely on reproducing fail to recreate? What component is the most crucial in maintaining this edge?
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How come the monsters don't run out of ammo?
Scorpinax replied to Captain POLAND's topic in Doom General Discussion
now im imagining a scenario where a shotgun zombie runs out of ammo and grabs a box of shells before you do -
Female Special Operative, based off the assassins from half life 1. Credit to Virtue, I used the Crash sprite set as a base. In addition to the normal animations she also has a teleport animation and grenade tossing animation. This is my first time posting anything i've sprited so i hope you all like it. Here's a drive link to a rar file with all the sprites already cut out and transparent: Here
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Working on a drawing of Selkis from the 90s fps Powerslave..