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Everything posted by NoReason
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zekhmet project - calling bugtesters and FDA folks! (NINE maps done)
NoReason replied to yakfak's topic in WAD Releases & Development
I understand that this project is probably quite dead at this point, but I had the urge to replay my map11 submission a few days ago and wasn't too happy with how I balanced the difficulties in some cases. There were also a few other things I wanted to change on UV as well, mostly to make some things less annoying (such as monsters falling off ledges). I went ahead and decided to modify the map to make it a bit better in my opinion. Overall nothing is changed too much. https://www.dropbox.com/s/015orcfp284cplu/ZekMAP11.wad?dl=1 -
Here's some stuff Map11 UV Max in 19:34 - nosp211-1934.zip Map20 UV Max in 5:02 - nosp220-502.zip Map27 UV Max in 9:13 - nosp227-913.zip
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This is my second set of speedmaps for nanowadmo. I made a wad for nanowadmo last year and challenged myself this year to make something that is bigger and better, and I'd like to believe I've accomplished that goal, at least it certainly achieves being bigger. With that being said, this was a serious undertaking and consumed pretty much all of my free time through this entire month. Most of these maps took around 5 - 10 hours to make, with a few exceptions such as 16, 28, and 29, all three of which took two days each. The resources were compiled in late september, mapping began on October 1st. Now for the important stuff: As the title suggests, this is a slaughterwad and many of the maps have thousands of monsters, just a fair warning for those out there who don't enjoy this type of gameplay. This is also a speedwad, so I'll expect at least a few bugs here and there to have slipped through the cracks. IWAD: Doom 2 Map slots: 01-34 Format: Boom for maps01-32 (use complevel 9, preferably), Zandronum 3.0 for maps33 and 34 Tested with Prboom/Glboom+, Zandronum, and Gzdoom Designed around pistol starts Full texture and music credits are in the CREDITS and CREDITS2 files in the wad itself. Screenshots: Note: map33 will run in prboom+, however it is impossible to beat without cheats in that port as it was designed around Zandronum's air control. map34 is a UDMF map and will NOT run in prboom+. Download: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/nosp2
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NoSp2 - Nanowadmo megawad (slaughterwad)
NoReason replied to NoReason's topic in WAD Releases & Development
idgames version is now up! I'd recommend that people download that just to make sure your version is up to date. -
NoSp2 - Nanowadmo megawad (slaughterwad)
NoReason replied to NoReason's topic in WAD Releases & Development
Yeah that'll happen on map05, it will probably be the same for map22 and perhaps 13 and 16 as well. I should've known about that issue on map02, I fixed something similar on map10. Thanks for the reports! -
NoSp2 - Nanowadmo megawad (slaughterwad)
NoReason replied to NoReason's topic in WAD Releases & Development
The wad has been updated, new link is in the OP. It's mostly multiplayer changes, but there's a few minor fixes for some of the maps in general. -
NoSp2 - Nanowadmo megawad (slaughterwad)
NoReason replied to NoReason's topic in WAD Releases & Development
Multiplayer is still being tested, and I hope to post an update that changes a few things in multiplayer today. It is mostly playable in multiplayer as I was making levels with that in mind, although some of the monster counts may not be too friendly for it but those are few and far between. -
NaNoWADMo 2020 - The month-long mapping challenge!
NoReason replied to scwiba's topic in WAD Releases & Development
Probably rushed this too much, but I'm pretty damn eager to be done with this thing. -
NaNoWADMo 2020 - The month-long mapping challenge!
NoReason replied to scwiba's topic in WAD Releases & Development
I once again joined this unannounced, mostly so that no one would expect anything of me in case I lose motivation, or I have no time, etc. Thankfully, none of those scenarios happened and I was able to make 34 maps. It's not entirely finished just yet, still need to do some testing here and there, but it's very close. I should hopefully have a thread up for it by next week. -
Ancient Aliens proofs [-complevel 9]
NoReason replied to rehelekretep's topic in Speed Demo Submissions
Map15 UV-Speed in 1:11 aa15-111.zip -
Have some more very dark screenshots.
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Category 1, dead on map04. Pretty bad way to go out but oh well. https://www.twitch.tv/videos/671170772
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Very early WIP shots of a new map in a new project.
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Death in Excess Map32 UV Max in 48:19 die32-4819.zip
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There are some really excellent midis in here, most of them feel like they belong in space maps to me (maybe just because those are my favorite :P) and just have this cool atmosphere in general. Thanks for sharing them.
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Bloody Rust 3 (Now on IDGames!)
NoReason replied to Jaws In Space's topic in WAD Releases & Development
Good to see the beta is out. I appreciate the feedback from Joe-Ilya, although taking out the AVs in that last fight can definitely be consistent. I will have a look at that last room at some point anyway although iirc I didn't really intend it to be too BFG spammy until cleanup. -
NoSp Map09 UV Max in 4:23 NoSp09-423.zip Map14 UV Max in 1:50 NoSp14-150.zip Map16 UV Max in 5:34 NoSp16-534.zip Map19 UV Max in 8:57 NoSp19-857.zip Map32 UV Max in 8:06 NoSp32-806.zip
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Even more NoSp demos Map03 UV Max in 2:23 NoSp03-223.zip Map06 UV Max in 2:48 NoSp06-248.zip Map10 UV Max in 3:20 NoSp10-320.zip Map17 UV Max in 2:26 NoSp17-226.zip Map18 UV Max in 5:13 NoSp18-513.zip Map31 UV Max in 1:10 NoSp31-110.zip and some nightmare stuff Map15 NM Speed in 0:12 NoSp15n12.zip Map21 NM Speed in 0:46 NoSp21n46.zip Map22 NM Speed in 0:33 NoSp22n33.zip Map23 NM Speed in 0:55 NoSp23n55.zip
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The wad has been updated, unintentional soft locks are (hopefully) entirely removed. This shouldn't desync any demos though, and from what I've watched so far it hasn't.
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More NoSp demos Map01 UV Max in 1:59 NoSp01-159.zip Map02 UV Max in 2:40 NoSp02-240.zip Map08 UV Max in 2:19 NoSp08-219.zip Map11 UV Max in 4:57 NoSp11-457.zip Map12 UV Max in 1:51 NoSp12-151.zip Map13 UV Max in 2:18 NoSp13-218.zip Map15 UV Max in 6:34 NoSp15-634.zip Map20 UV Max in 1:45 NoSp20-145.zip Map25 UV Max in 3:57 NoSp25-357.zip Map27 UV Max in 8:22 NoSp27-822.zip
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I'd recommend not waiting. I will try to fix things soon, but I can't give a specific time.
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Apologies for the late reply, I was away for the holidays. Glad you enjoyed the bigger maps, Arbys. As for the issues you point out in map16 1 - That fight was unintentionally made much tighter on ammo because I forgot to add more ammo in proportion to the amount of cacodemons added. Originally it's pretty damn tough, but not near impossible as it is your version. 2 - Ah well, that's just an oversight on my part. I think I even found this one yet it still slipped my mind somehow. This one really bugs me because it wouldn't even exist if those lines weren't repeatable. 3 - I suppose that could be prevented by placing a clip there. I believe only #1 is fixed in the final version. I'll try to find some time to fix the wad and reupload it but that may be some time from now as life is pretty busy and I've already moved on to other things. Still, thanks for reporting. As for 32
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I decided to give this month's ironman a go since it's Scythe. I've played this wad numerous times, with one instance being relatively recently, that being a co-op session some months ago. This is definitely a good wad to practice saveless runs on, and I thought I could easily beat this but unfortunately it wasn't meant to be. Dead on MAP29 with the secret levels beaten. I seem to have lost my senses after death exiting 28 and just flailed around a bit before dying. Category 2, although obviously my memory failed me at the end. Ah well, at least it was something unexpected as I was thinking I would certainly die on either 28 or 30. The time is something ridiculously slow like 1:50:00 give or take a few minutes. ironman_scythe_nr.zip
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Updated the OP with the idgames link, the textures have been put inside the wad itself now so no need to load them separately.
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I appreciate the detailed feedback here, some of these issues are known and will be fixed, like that damaging hallway on map14, and that ssg section in map10 which I have tried to fix before as the intention there is for every section to be doable with their respective weapons, having something else is just an option. As for the issue with the BFG placements, that's understandable but I really do not want to change those.