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About JDR

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  1. JDR

    [RELEASE] Eviternity RC1

    Map15 was as much of a break from the rest of the megawad as the guest maps in Ancient Aliens, but only gameplay-wise. Seeing the end of previous map at the start of a new one certainly make you perceive the integrity of aestetic consistency through what feels like an adventure now. Map31 is in a dire need of a progression breaking bufix: and a minor one:
  2. Astral cacodemon could take 100% health in half a second after he spawns near by a player with a point blank attack. Other than than i could say that every monster deserves a pat on the back for being such an *sshole.
  3. Following two VERY (IMO) succesful experiments with altering bestiary made by skillsaw (Valiant, Ancient Aliens), there were numerous megawads with new monsters released this year. What bestiary update was your favourite? I'm torn between picking Struggle and Eviternity, but gonna choose Eviternity, even though i thought most of the additions were somewhat too deadly.
  4. JDR

    [RELEASE] Eviternity RC1

    Finished map14, visuals reminded me of my favourite map in 32in24-14, combat was really tight. So far - a great set, digging everything from new textures (clearly inspired from the best assets applied to doom) to dynamic pace throughout the megawad. A couple of bugs in map14:
  5. JDR

    [WIP] Supplice

    Very curious on how this tactical piece of armament going to get implemented in the game, given how fluid @Mechadon's layouts are, regardless it works wonders on the gif. By the way every bit of teaser in this thread is just astonishing, definetely deserves more attention!
  6. JDR

    Recommendations for a good, balanced megawad

    Valiant has the most gratifying difficulty of all: nothing is too overwhelmening, but really engaging gameplay.
  7. JDR

    Yet another 90s inspired shooter

    Gonna bump and say that i very much dig the idea of disallowing to save at any given moment. All the assets look/sound crisp and i'm very positive about level design, seeing @KillPixel's project for Quake. Where do you guys went?
  8. Early autumn vibes! That's one way of ramping up the challenge, although combat itself is pretty hectic. Despite spectres - i'd say that the map is manageable to go through without saves, once you get a hang on fighting cyberspectre.
  9. Immedeately saw Bioshock in this - a cool idea for a Doom mod. Have you got planned something akin to inventory system?
  10. JDR

    Post Your Doom Picture (Part 2)

    Glad to see D3tex put to good use in doom finally, quake community already done some crazy things with it.
  11. JDR

    Avactor Second Update is out !

    Accidentally found out that you could skip the rest of the map02 jumping over the corner of this ledge.
  12. Loved the heck out the first one - was sort of a huge "Lunatic" hub with rougher texture theme, it looks slicker this time. You totally should bump this thread with WIP screenshots, cause it might get overlooked and dodge the cacowards. :winkwink:
  13. JDR

    Back to Saturn X Episode 2

    Since it's bumped, i gotta say that this is one of the few megawads i would like to replay just like i did with E1 on the final release.
  14. Sometimes i would like to step down a notch with the difficulty in order to have a proper game without the need to rely on overuse of saving, but what it takes away is that you're fully stocked the entire time and there's no fun in scavenging or even being careful. This is especially troubling in community projects when difficulty spikes up and down, but you want to have an optimally comfortable fun experience.