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Aquila Chrysaetos

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Everything posted by Aquila Chrysaetos

  1. Anything by @Eris Falling. His midis are my favorites.
  2. MAP05 ZDoom 2.9 pre-2175, HNTR, pistol start, saveless This map adds something to an old formula. In addition to a pitch dark ashwall maze, you get a pitch dark blinky tech maze. There's a strange meshing of different themes here that feels very sudden, and again, the random teleports define the gameplay. Nothing much interesting happening here, really, just go find two skulls to get the blue card and exit. There's secrets to be found in the mostly hidden-on-the-automap ashwall maze, and it looks like only the areas immediately around the tiny blinky lights are shown on the map, which helps only marginally. Also that really long lift annoys me. MAP06 This is a weird one. I have to bring up the fact that there's a BossBrain used to exit the map (as best as I can tell, there's no exit switch), which is probably the most alien decision made for this map. It's clear that more thought was put into the natural regions than the actual structures themselves, which makes a bit of a clash of visuals. The gameplay is still rather uninteresting (though I believe on UV there's a cyberdemon, so at least HNTR isn't hard for the sake of being hard). More secrets to be found, one which allows you a way around to the blue card from another direction, which is nice enough, but it's another pitch dark ashwall tunnel. This one's fine, but it's not anything particularly good.
  3. MAP04 ZDoom 2.9 pre-2175, HNTR, pistol start, saveless This one's visuals are the stand out for sure, definitely over the progression and gameplay. The name of the game is searching for tiny ledges to climb, which can be annoying, since they're the same grey ashwall as the surrounding walls, even when you know what you're looking for. Not my favorite, but certainly one of the better maps. The primary feature of the map, the canyon itself, is interesting in how it's executed, and the ZDoom version of the wad does it a little more immersively, if that's your thing.
  4. MAP03 ZDoom 2.9 pre-2175, HNTR, pistol start, continous I really do not like this map. A combination of impossible to navigate caves with no automap and randomized monster placement, this map does not help this wad's case at all. The best way to solve it is the same as with any maze: pick a wall and follow it to the end. I'm just glad it was over in a timely fashion. I found the red and yellow skulls (I held the left wall the whole time, even after jumping out of a tunnel, not paying much attention) and was able to leave the map within about 3 minutes. Recommend skipping.
  5. Aquila Chrysaetos

    Eagle Mapping Project - Final (Now on idgames)

    #GoodatTyping Sorry. I'll make sure to drop the text file here and let you all check it over for errors next time. And I'll address the ZMAPINFO real quick.
  6. Aquila Chrysaetos

    Eagle Mapping Project - Final (Now on idgames)

    That was my fault. I'd gotten into the habit of writing your name uncapitalized, but as it stands I think it's kind of crazy to resubmit the wad and text for a grammar error. If we have a game-breaking but that has to be fixed, I'll deal with it then.
  7. Aquila Chrysaetos

    Eagle Mapping Project - Final (Now on idgames)

    https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/emproj18
  8. MAP02 ZDoom 2.9 pre-2175, HNTR, pistol start, saveless Explore a pyramid. That's literally all there is to this one. I'm not particularly fond of this map, really. Much of it is near pitch dark, there are more of the tiny cave hallways linking everything that are near 0 brightness, and once you get the blue card, everything closes off, preventing you from exploring further.
  9. Because everything you just mentioned is a megawad (except for BTSX 3 which isn't done yet), save Dark Tartarus, I don't know anything about it. Also Sunlust would be incredibly difficult to do in one sitting, the only streamer I'm aware of who did that is MrZzul. Doing five megawads, one of which is Sunlust, would be unimaginably draining and it's for the best they were never brought up.
  10. Earth MAP01 ZDoom 2.9 pre-2175, HNTR, pistol start, saveless Yes, I'm playing on HNTR. This wad isn't fun on UV. Obviously, a beautiful vista, especially for its time. Roger Ritenour makes some of my favorite 90's maps. They're not particularly fun to me now, but they do still hold the air of mystery they did when I was a kid playing them on Doom95. Doom's software renderer is the way to go here, otherwise everything is impossible to see, the incredible irony of which is not lost on me. Yes, the caves are so dark that you need the software renderer to see anything because of how it draws things immediately in front of you. The gamplay on HNTR is actually kind of fun, versus UV which seems to be hard just to be hard, HNTR's easy difficulty really lends itself to this type of map. Most of the fun, I would say, is in exploring these ruins, except some of what you can explore is hidden behind walls that blend perfectly with their surroundings. The classical style architecture is very nice, and it's fun to just run through on this difficulty. It lends itself to exploration more than combat, but it doesn't do it properly, in my mind, and very much suffers for it. It's a nice starting map.
  11. Aquila Chrysaetos

    IronEagle Competition 4: Dark Covenant

    I will show my support for this with a demo. IE-darkcvnt-AC.lmp Survived, 2:24:00, Category 1.
  12. E1M8 Eternity Engine 4.00.00, UV, pistol start, saveless Far easier than the previous map, this one feels less like an appropriate finale and more like it would fit in the actual game. There's a secret plasma available, and a soulsphere, too. The only thing of note is there seems to be no way back from the final area, which suggests if you don't kill the first baron before leaving the building, that you could get softlocked in the arena. Nothing much to say on it. Dawn of the dead is a solid set, for sure, and definitely worth a play. I guess we'll get a couple days' break before Earth, since it's set to start on the tenth. It's been a while since I've played Earth, so it'll be interesting to revisit, for sure.
  13. Aquila Chrysaetos

    Post Your Doom Picture (Part 2)

    Eagle Mapping Project. Authors of the visible maps, from top to bottom: @DanielAlexander, @DMPhobos, @NoReason, and @BioRenegat Some truly beautiful work here.
  14. Aquila Chrysaetos

    Eagle Mapping Project - Final (Now on idgames)

    I didn't get anything about music credits, so I went ahead and moved on. EMproj18.zip It's final, and I've asked Jimmy to ship it off to idgames for me because I'm too lazy to learn the process myself right now, so an idgames link is pending.
  15. Aquila Chrysaetos

    The screenshot you are most proud of

    If only because it just about breaks my computer.
  16. I drew parallels to MAP19: The Citadel. E1M6 resembled it more than any Heretic map I've played, though, to be fair, I don't remember much of Heretic as I didn't particularly enjoy it. E1M7 Eternity Engine 4.00.00, UV, pistol start, saveless This one starts off wanting you to run away, and that is the best solution, as fighting 2 barons in a small area with six spectres is bound to be somewhat difficult. There is a very much needed rocket launcher available early, and a chainsaw immediately behind you at the start. An early fight is able to be cheesed somewhat, as it can be triggered because the doors shut to block you in. While there is a plasma rifle available, there isn't much ammo for it, and ammo is somewhat stringent. Being proficient with the fist isn't a requirement, but it will make certain fights come along much more smoothly. The aesthetic is extremely brown. There is some grey and green, but it is dominantly brown. There is a surprise cyberdemon toward the end. I suspect he's supposed to teleport away before he hurts you, but the first time around, he shot me immediately. Fighting the cyberdemon later doesn't strike me as terribly interesting. It's just dodging him straight on while firing rockets at him. Not my favorite map, but better than the previous.
  17. Ultra Violence, 'nuff said.
  18. You madman. I'll be there for some of it, at least.
  19. Aquila Chrysaetos

    *** The "ask a miscellaneous editing question" thread ***

    I suggest renaming your flats, so Choco or PRBoom don't get confused. While the Doom IWADs have textures named step1 and step2 and flats named step1 and step2, I think it's bad practice, as it's not only a potential problem, but it also can confuse the mapper. To answer your question directly, you don't have to have to, but its probably for the best to rename your flats.
  20. If you'd allow it, I might like to try my hand at Computer Station. I can't promise a completion date, but I'd try to have it ready by May.
  21. E1M6 Eternity Engine 4.00.00, UV, pistol start, saveless This map reminds me much of The Citadel, and I very much like it, but it feels a little too bare for my tastes. Much of the action takes place within the walls, with some in the courtyard. Progression is easy enough, find the red card, then the blue card, then the yellow to find the exit at the start. Not my preferred map, but it's nice enough.
  22. Aquila Chrysaetos

    Post Your Doom Picture (Part 2)

    Vanilla-compat WIP Using an experimental palette, combined with textures from AA, Doom Potpourri, and Hellcore.
  23. Aquila Chrysaetos

    Do you still have your very first map?

    I sure do. I downloaded the very first beta release of D2INO around '13, I think, as I'd been following it for a while.
  24. I noted a similarity to Military Base myself, particularly in the map's interior structure and generally how it plays. The Fear similarities come along by being a brown base in a liquid populated by shotgunners, I would say.
  25. Aquila Chrysaetos

    Epic 2 demos [-complevel 2]

    MAP01 UV-max/reality in 4:11 MAP02 UV-max/reality in 5:28 MAP03 UV-max/reality in 5:34 e201-03-max Might continue with this up to map 20 or so if the mood (and skill) strikes me.
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