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About Swalzi

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    Green Marine

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  1. Swalzi

    Demonastery - work in progress

    The second screenshot with the corpses stacked on top and stuffed into the crumbling masonry looks radical. Awesome screenshots!
  2. Disagree. House centipedes are our friends.
  3. Swalzi

    What are you listening to?

    I've been having this song stuck in my head for a while. The way the singer sounds out "The Incredible Cock" is memorable. It's a stupid song but I laugh to myself thinking the composer didn't know what else to do with the song so he just looped it five times. It's perfect. It features a pretty smooth bass and guitar line. Catchy NSFW song by Mark M.:
  4. I like Erik Alm's Scythe series and Scythe X is no exception even though it isn't fully completed. What I like about his Scythe series is the replayability and somewhat simple map layouts and visuals. Megawads I go back to play again with Scythe 2 being my most preferred which got me into map making. I use Scythe 2 maps as a guide for designing my own maps and they helped me with layout, triggers, thing placement, everything. Scythe X in its entirety feels like a mix of both Scythe and Scythe 2 in terms of length and encounter difficulty. Episode 1 has the most Scythe influence. Episode 2 is more like Scythe 2 but still has a bit of Scythe. Very short and fast paced wad with quality maps all the way through. I've recorded UV-max Pistol Start casual demos for Scythe X that includes all levels with mouselook turned on. Recorded in GLBoom+: Swalzi Scythe X Demos map01: Pretty good opener. Nothing too gimmicky besides two of the weapon pickups, the rocket launcher and shotgun has no ammo pickups. In multiplayer, there are more enemies and ammo for the shotgun. Chainsaw is placed at the end, but it does have a use if the player misses to many shots with the shotgun. Short and easy describes the bulk of the levels in the first episode. map02: This level is more of an extension to the first level. I like the Blur Sphere secret, it's a powerup I don't see often with the wads I'm currently playing. It can be a fun powerup for early levels in a map set. Combined with close-ranged imps and shotgunners, it's helpful. The green armor secret is clever due to a new player is more likely to get it by accident than on purpose. It requires shooting at a computer behind a fence that makes a cute explosion noise. The dark and dank crusher corridor is the iconic of part of the level for me. It's very simple but atmospheric along with the fences and imps. The last secret features a berserk pack and a rocket. It's a pretty funny secret since there is no rocket launcher in the map. Done on purpose? Most likely. Erik wants the player to be the rocket after picking up the yellow key. The player rushing into the ambush crowd with a loaded fist is a symbolism of a rocket exploding and killing its enemies. Then a nice return to the crusher corridor with a new threat. A chaingunner waiting to shoot you. The explosive barrel is helpful and stylish if the player doesn't destroy it on their run though here. map03: The player is offered a branching path. I tend to take the right path due to easier shotgun access, but the forward path also offers it but with more resistance. It's kind of hard to utilize the RL in this map due to the enemy crowd spreading or just doesn't feel necessary for the situation. That chaingunner in the tower bothering you? Blow that asshole up, it be more satisfying if there were explosive barrels up there so I don't have to waste 2 or 3 rockets on him. There's a few encounters with duo chaingunners and they're the best targets for rockets. The vent secret is a neat piece of eye candy with the 3D effect. inside and out. map04: I really like the 3D bridges here. Compared to the last map, there are encounters where the rocket launcher can be easily utilized. The monster traps in this level are a bit more dangerous due to them being more of a surprise than the previous levels. I don't understand the chainsaw since there is a lot of shotgun ammo. Bullets can be saved for doors, lifts, and hitscanners. The chainsaw can be used for the next level to make it go faster, but I think the player is more likely to get hurt a lot with the lost souls in the next level. Forgot to mention that the first episode seem to be more based on continuous play than pistol start due to the maps being short. At this point, secrets are getting one-dimensional. Open a wall and there's a thing, eughhh. The secrets makes this level easy, but health kits are uncommon in this level. map05: Woof! Woof! This wolf is disguised as a house dog. I like the idea behind the map, but to me it feels sluggish on pistol start. A choice between 12 rockets and 250 bullets. IMO, chaingun is easier whereas RL is faster. It's very likely the player is going to run of ammo for both and have to use the shotgun which feels even slower probably because the player has no mobility and is pretty much stuck in a corridor for the remainder of the map. The cacos usually float too high for mancubi fireballs, so infighting is uncommon. I've recorded a rocket launcher demo and chaingun demo to see how it plays out. I think a choice between a plasma rifle and a BFG would be more interesting. Make the chaingun the side weapon. The map is balanced enough for what weapons Erik gives to the player, which is good. It's a more compelling map in multiplayer, primarily due to more cacos and a cyberdemon. The atmospheric part about this map is the player can see map02. I like to think that this place has some sort of cloaking mirage device that makes it hidden from sight as this area isn't visible in map02.
  5. Swalzi

    The Doom Confessional Booth

    I've recently built a habit of turning my mouse slightly to the right when berserk punching. It increases the intensity of the smashing left hook Doomguy is delivering.
  6. Swalzi

    Exomoon megawad released! [+1.8 released!]

    Thanks for providing this! I still couldn't get the v1.5 RAR archive to open but I think I'm the only one in the thread affected by this. Maybe I need to find another archive opening program. I've been having a blast with this megawad on UV Difficulty! I just finished map10 and it's probably my favorite map so far along with the soundtrack. It blends so well with the pacing of the map. Fast paced mapset with a plentiful amount of ammunition. I highly recommend this megawad for anyone who likes run and gun combat. Great OST too!
  7. Swalzi

    Exomoon megawad released! [+1.8 released!]

    There's seems to be a problem with the wad archives, both current and older releases. I can't open them in either WinRAR or 7-Zip. The warning in WinRAR reads that the archives are either damaged or an unknown format. This problem might be specific to me, but I'll come back to it later. Congrats on the release! I liked Moonblood and I'm looking to forward to playing this.
  8. Swalzi

    My First Doom map: Hell's Cathedral (Updated!)

    Pretty fun map. I played it in GLBoom+. I had no issues with ammo and found the SSG after the RL. The room with the 4-archviles was a bit daunting but the bars open after a duration of time. My fun strat for this room was to cautiously make my way to the door and take cover by one of the pillars on the elevated floor, exposing myself to revenant rockets and trying to lure them into melee range. Room played out well for me after several attempts and had to leave the archviles alive until the end of the map. Plasma rifle might be more fun or fair here than the SSG. Outdoors after the blue key was fun. The revenants were kind enough to use heat-seeking missiles frequently, causing infighting. I saved a lot of rocket ammo and primarily used the CG and SSG for this encounter. The rest of the map is kind of a blur, not too memorable. The map feels a bit void of monsters, but the ammo count is fair for the amount of monsters in the map. It could pose ammo/fun problems for players if they don't pick up the SSG. I think adding more height variety in the rooms leading to the red key could help with visual detail. The high point of the map is the beginning and then it sort of stagnates after the fight outside the temple. Overall, not a bad map. It's quite decent.
  9. Swalzi

    Best Memories of Classic Doom

    Getting stuck in the starting room of map18 Courtyard from Doom 2. Many "oofs!" were used in that room as a kid, I think I spent two-three minutes in there before punching that lion in the mouth out of frustration.
  10. Swalzi

    What is your favourite flavour of Ice Cream?

    I don't eat ice cream often. When I have a craving for it, it's usually french vanilla ice cream, mostly to mix it with one toasted chocolate chip Pop-Tart.
  11. Swalzi

    MAYhem 2018 - Purple Version!

    Updated my map to v4. I added a couple suggestions by Bdubzzz (Thanks for play testing!) and noticed a major bug that happened in his demo and I fixed it. This update does include changes to gameplay. Gameplay changes summed up: • Major encounters are more forced onto the player to take an active role in the situation presented. It's still relatively the same. • The rocket launcher was removed from single-player as it was detrimental in progressing the level. The rapid-RL was stacked on top of it and the standard RL didn't provide the dps to make the level go smoothly from that point forward. That's if the player forgets they picked up the rapid-RL. • Teleporter power-ups/ammo are highlighted with a different flat texture in main area. It makes it easier for players to visually notice equipment placement during the last fight. • Two valuable item spawns during the last fight had a high chance to not teleport. This is fixed. I apologize if the changes are major. Download v4 ----- v4 notes:
  12. Swalzi

    Your Guilty Doom Pleasure

    Taking a break from playing Doom after beating a hard map.
  13. I recorded the demos with PRBoom+ and played with software rendering. My demos aren't too exciting, expect cautiousness and observing. I survived 7 levels. These runs are category 1. Demo archive Darkening 1 - Died on map07. I was bitter about accidentally skipping the story text, I was made more bitter while trying to escape a mancubus fireball at point blank range. I played rather well up until my death. Map04 and map06 are my favorites of what I played from E1. Darkening 2 - Died on map02. For a brief second, I thought I outsmarted a trap. Then I got killed by the very enemy I tried to escaped from. Those projectile speeds, man.
  14. I use freelook for GZDoom and PrBoom+, but only use autoaim for PrBoom+. I ran into a frustration with autoaim today, due to the distance between the player and the target for the autoaim to lock in. There's been a couple times while wielding a rocket launcher, where I thought I was close enough to the target and started firing. Only to fire straight into the staircase I was going to ascend and killing myself. It happened to me on the final map of "Mayan Mishap" by Tango. Great mapset. I guess it's cool that autoaim forces the player to get in close.
  15. Swalzi

    Dumb/Interesting/Weird Doom Wad Easter Eggs

    Doomed Space Wars by PCorf has some neat easter eggs. I remember randomly activating a computer console and getting some text about when PCorf started mapping for Doom. There were other consoles next to the one I activated that had additional text, but I don't remember what was written. I think the text further expanded on his mapping history with Doom, if I'm remembering correctly. It's a really fun space themed WAD and it's quite short.