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NoReason

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Everything posted by NoReason

  1. Thanks for the feedback, Dac and SCF. Here's an updated version of my map with mostly minor changes (including a "non secret" chaingun on UV). 30mc_noreason_v2.zip
  2. NoReason

    NoSp3 (MBF21, 32 maps) IDGAMES

    I once again decided against my better judgement to participate in NanoWadMo, so here are the fruits of that labor. I did not initially set out on another set of 32, but it's what I ended up wanting to do again. As it says in the title, this is an MBF21 set, although due to its nature in being a speed wad it doesn't make full use of the power of MBF21 but I did what I could. Pretty much everything from NoSp2 is retained in terms of dehacked, with numerous things added here and there. IMPORTANT INFO: IWAD: Doom 2 Map slots: 01 - 32 (there is a 33, but it is an end map with no real gameplay) secret maps are accessed from 13 rather than 15. Why? Because I can now with the power of UMAPINFO. Difficulties: No, I may implement them later but that is doubtful. Format: All MBF21, all the time. Tested only with DSDA-Doom 0.21.3 and GZDoom 4.7, anything older may break, I don't know. Designed for pistol starts. Texture and music credits are in the wad itself, but I'll list music anyway. Also, this is a slaughter wad. Good luck. MUSIC: SCREENSHOTS: Most of this was made with sleep deprivation, plus I was (still am tbh) in the process of learning dehacked and MBF21 itself, so there are likely to be some weird bugs and such in places, but let's hope not. DOWNLOAD
  3. NoReason

    [-CL9] OCCULA.WAD [RC1]

    Nice to see this finally released! Looks sick, hopefully I can play the finished thing Soon(tm).
  4. NoReason

    Cosmogenesis (-cl9, slaughter)

    It's been a while since I've released maps that aren't speedmaps, so to make up for that, here's a small* set of slaughtermaps with extremely high monster counts. Originally, these maps were all just one huge map (which still exists in map05) but the performance became so incredibly bad that I had to split them up. INFO Format: Boom. I highly recommend using glboom+ or DSDA-doom to play, anything else will likely have massive performance issues. IWAD: DOOM 2, of course. Map slots: 01-05, 06 is just an end map with no exit or gameplay. Textures are all from Slaughterfest 3 or Zoon-tex. Skies by Mechadon (Mek's Box O' Skies) Music credits are in the text file. No difficulty settings. *small refers to the number of maps, not their length SCREENSHOTS DOWNLOAD
  5. Map Name: Paroxysm Author: NoReason Theme: Techbase Music: "Technical Difficulties" by Jimmy Difficulty Settings: All implemented, I recommend hntr or hmp for a first playthrough. Ports Tested: DSDA-Doom 0.21.3 Description: Very compact, action centric map with a secret encounter. Notes: The difficulties change more than just thing placements. 30mc_noreason.zip
  6. NoReason

    NoSp3 Demos [-complevel 21]

    Map11 UV-Max in 9:01 Map32 UV-Max in 7:38 nosp311-901.zip nosp332-738.zip
  7. NoReason

    NoSp3 Demos [-complevel 21]

    Map13 UV-Max in 21:00 nosp313-2100.zip
  8. NoReason

    Death in Excess (slaughterwad)

    This is an 18 map slaughterwad that I threw together because I felt like it, there are difficulty settings implemented so don't forget that if a map is too difficult on UV. Build time was about 7 months, not including minor changes for difficulty settings. There are some things still left to do before I even think about idgames (like properly testing those difficulty settings, status bar, level name patches, etc.) although some of those might not happen since I don't know how to create one that fits what I want. Info you might need / want to know: Format - Boom (use complevel 9, preferably) Tested with Prboom/Glboom+ and Gzdoom IWAD is Doom 2 Map slots are 01-16, 31 and 32 Intended for singleplay / pistol starts only, you can try coop but I wouldn't recommend it, especially for the maps that have 7k+ monsters UV playtesting: Bridgeburner56, TheLoneliness and Nevanos (and myself, obviously). Infinite BFG was taken from Slaughterfest All textures used are from OTEX, which is a texture pack created by Ola Björling (Ukiro) Music credits: Screenshots: WAD is now on idgames: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/die
  9. NoReason

    NoSp3 Demos [-complevel 21]

    Some more casual stuff Map09 UV-Max in 11:13 Map20 UV-Max in 11:23 Map25 UV-Max in 8:34 nosp309-1113.zip nosp320-1123.zip nosp325-834.zip
  10. NoReason

    NoSp3 Demos [-complevel 21]

    Some stuff Map01 UV-Max in 3:58 nosp301-358.zip Map02 UV-Max in 2:52 nosp302-252.zip Map04 UV-Max in 6:22 nosp304-622.zip
  11. NoReason

    NoSp3 (MBF21, 32 maps) IDGAMES

    Idgames link is now up, I'd recommend downloading that for anyone who wants to play, just to be sure you're up to date.
  12. NoReason

    NoSp3 (MBF21, 32 maps) IDGAMES

    Not a bad idea, I might as well at this point if I'm going through the effort of buffing the maps. Will probably make HMP the "original" versions of the maps.
  13. NoReason

    NoSp3 (MBF21, 32 maps) IDGAMES

    That used to be a forced linedef skip, but I've recently updated it so that the player can go around the teleporter. You can download the updated version from the OP. Speaking of updates, it will be on idgames soonish, but first I've been buffing most of the maps and removing health from them since the general consensus is that the wad is fairly easy. A wad being easy isn't really a problem, but the only reason I put so much health and armor is I wasn't sure how rough the new monsters and some setups would be in some cases, so I'd like to balance it a little bit more.
  14. NoReason

    NoSp3 (MBF21, 32 maps) IDGAMES

    The wad has been updated to fix a few bugs, the download link is the same.
  15. NoReason

    NoSp3 (MBF21, 32 maps) IDGAMES

    Glad you like the wad! Sadly it isn't an intentional reference, but it certainly does seem like it could be. I will say that I have admired people like gggmork and ToD for always making weird, yet interesting setups. So, maybe on some subconscious level I was inspired by that. Also, for anyone wondering (and since I forgot to put this in the OP), the plasma gun deals double damage, so if you think you're imagining that it is stronger, you aren't.
  16. NoReason

    Cosmogenesis (-cl9, slaughter)

    Ah, I suspected that was the case but I'd never actually seen that in action until now. Regardless, I sent another update anyway, although since the reject table version was actually correctly uploaded the only new thing is I fixed a sector I had accidentally deleted in map02 when separating the maps, it didn't impact gameplay at all but it still bothered me. Not touching this again unless something catastrophic is found. Also, the reason map04 lags is because around 11k enemies are awake all at once, or 12k if you don't kill anything. It works fine for me in DSDA-Doom but is entirely unplayable in GZDoom.
  17. NoReason

    Cosmogenesis (-cl9, slaughter)

    There's a new version of the wad up, the only change is a reject table created by Ribbiks for map05 so it will run better (or at all for that matter). Download link is the same as before. This should be the final version unless some game breaking bug is found. Actually, it appears the incorrect version was uploaded somehow so I'll have to try again, apologies. Nevermind that nevermind, I get two different files if I download from New York (SSL) and Virginia (web), the Virginia one has the correct file. I'm very confused right now.
  18. NoReason

    The DWIronman League dies to: Scythe 2

    Category 2, dead on map15. Didn't really expect that fight to kill me but eh, was tired and did a few dumb things and rip. https://www.twitch.tv/videos/1103687511
  19. NoReason

    NoSp2 Demos -Cl 9

    Map16 UV-Max in 52:20 nosp216-5220.zip
  20. NoReason

    NoSp2 Demos -Cl 9

    Map02 UV-Max in 18:22 nosp202-1822.zip
  21. NoReason

    NoSp2 Demos -Cl 9

    Map 23 UV-Max in 24:29 nosp223-2429.zip
  22. 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
  23. NoReason

    NoSp2 Demos -Cl 9

    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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