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About Shawny

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  1. Shawny

    DOOM: Annihilation - the new Doom movie

    Exactly my thoughts. Have a doomguy be a side character doing his thing, have a female lead that in the course of the movie become Crash and make her badass. (Side stories worked quite well for video games like Half Life, it could work well with movies too I feel.) If they need more story based movie, just use Doom 3 setting, you can have more characters and story that way. Even though people mosty dont´t like Doom 3, for a straight to DVD movie it would be quite a nice fit due to already low expectations.
  2. Shawny

    Compare your first map to your latest!

    Few of the first ones I consider "maps" back from 2005 for Shareware episode of doom (never released). And my last and technically only (current time) released map in 2019.
  3. Shawny

    Hydrologica (v1.1)

    Hey, thanks for the info. Glad to hear that had decent time playing. The alternate encounters are UV+ specific. It is a little bonus content for those playing on skill 4+. ;-) Yeah, some secrets have that not count when you run through, but I always got all those secrets on the way back so I never considered that an issue. The bad texture transition/allingment is unfortunate, although I fixed every one that I have found during testing (which I did myself admittedly). Some were fixed in v1.1 thanks to HAK3180 who did video coverage and review of the original version of the map after release. 8.3.2019 EDIT: I just started playing my map again to test the Dead marine mod and I now spotted that one the revamped rooms have A LOT of misalinged textures. I have no idea if I was blind at the time or completely oblivious, but yeah, that is gonna bug me. It is not worth fixing and mostly uploading "another" version of the map just for that. Maybe one day after some bigger update but for now it is what it is. The 100 monsters were probably or part of them at least. Whatever the case may be, most of them were probably in some of the untriggered monster closets. BFG can be always accesed by picking and using all 3 keys to open the bars or MUCH earlier by finding 3 secret switches, that lowers the liquid bars. If the enemies are behing transparent line they will not react because most transparent lines are set to block everything. However, some of those glass lines have triggers to be "destroyed" and then enemies react as usual. The main focus of the map was the layout - "free roam" and exploration aspect. There are some custom textures, notably the waterfall, lavafall, but other than that I never felt like I need more custom textures, although I admit they would probably help the overall aesthetic. The Linking Park song was specifically chosen in memory of Chester Bennington.
  4. Shawny

    Hydrologica (v1.1)

    Hi. First of all I would like to thank everyone who played the v1.0. I hope you had a decent time. This map was about 1.7 year long effort (it is about 2 years now after the patch) and after getting an amazing feedback from @HAK3180 I decided to update the map and fix (or reduce) the really jaring aspects of it (that is the mosty combat and really low difficulty). But let me start from the beginning. Hydrologica is map set on a remote base somewhere in the middle of the ocean. Too bad it was overrun by demons, like they do and now your task is to destroy it. Blowing the thermal reactor should do the trick, you need to get there first. Design-wise it is a large open map focused on exlporation with multiple routes to progress. It has some autosave points, so if you have autosave slot limit I recommend making a backup of those first. Map was tested on GZdoom 3.6.0 (It was built on GZdoom Hexen config) Jumping and crouching is disabled by default Freelook is not required (although I do use it) Map contains from approx 600 - 1200 enemies. There are 18 secrets in total (3 of which help player to get BFG early), many of them contain weapons or a power up. Higher difficulties (UV/NM) have extra rooms. There are branching paths, but they all lead somewhere you probably need to be at some point. 1.1 Patchnotes Some rooms had been revamped to look better or to improve engagements. Added few ambient sounds (waves, waterfalls, humming machinery and thomping sounds near the BFG room locks secrets). Added details to some secret rooms triggers helping players secret hunting, in the case of BFG room secrets, sounds were added instead (as specified earlier). Added more teleporter trigger lines and teleporter destinations from monster closets to help prevent enemies getting stuck and not teleporting properly. Added endgame area where player faces enemies from really specific monster closets that hasn´t been activated (helping player get 100% kill count without activating every more route depending encounters). A lot of block sound triggers had been moved or removed completely. Killing former mankind enemies (humans, sergeants, chaingunners) now sometimes spawn lost souls or revenents near the area to divide player attention (mostly in early game). Killing demon dogs now spawn real (ingame) demons (pinkies/specters). Added encounters and ambush points. Added some normal difficulty (HMP) specific fights near the keys. Goodies in some secret rooms had been replaced/rebalanced. Number of backpacks had been lowered, ammo rebalanced not to max out too early (note that there should be enough ammo to kill everything by doing some exploration). Amount of healing items (stimpacks, medkits and souls spheres) had been reduced, few berserk power ups added. Some stimpacks are medkits on the UV+ difficulty (mostly in the early game to slightly compensate for no green armor at the start). This map version uses updated version of DavidN´s plasma zombie scientist (this version drops cells). Some glass panels are now "breakable" so that enemies will now attack player (or start infighting, some enemies are weird). Hard difficulty (UV/NM) arenas had been slightly altered. 1. Ammo spawners are now one use only, but there are more of them and now spawn variety of ammo. (there is just enough to complete the arena - in case you had no ammo after teleporting) 2. Spider mastermind arena had been revamped (it´s far from perfect, but it is far better than V1.0 was). 3. Blue key arena now has usable switch on the player side instead of shootable one on the opposite platform. 4. Every arena now has a Soul sphere instead of regular healing items. 5. Teleporters placements and enemy count/variety had been slightly rebalanced. Download: http://www.mediafire.com/file/lbz8wmoewn8f7o1/Hydrologica_1.1.rar/file https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hydrologica Screenshots:
  5. Shawny

    I'm Also Looking to Play and Record Your Maps

    @HAK3180 Thank you for playing and your valuable feedback. I had a feeling that it may be easy for other people to beat it but have no dedicated testers so I pretty much tested it myself. That is NEVER good, because I know every encounter and enemies placements, so after I beat it fine I added some supplies to balance that fact. And at the end I opted to be easier rather than too hard/frustrating (I made it too easy it seems). The maing goal was to create more open level with focus on exploration. Feedback I have gathered after release was quite positive (and I REALLY appreciate it) but less informative than I had hoped for. Things I was worry about/had doubts: Balancing supplies in the secrets - I didn´t want them to be "required to find" but also make them compeling to find. And yes, finding most of them or even just some specific ones make map A LOT easier. Flaws in combat structure (scripting and some specific encounters) and I have plans to improve that alongside rebuilding the map on the UDMF... after I learn to script proper and use other fancy avaible stuff. Balancing multiple aproach structure of the map - In theory going wherever in any order should be viable/mostly viable. That means have supplies on every route to prevent any place being absolete and encourage player to freely explore. Map was too long in development and I was starting to exhausted (along other things, also building it on the old ZDoom format took away some fancy stuff by default). Anyway... I am glad you liked the layout though, that was my main focus TBH. But I will break down, rebuild and improve it if I manage to create and release a small compilation of maps with it. Edit: I just started watching the vid (I am at the end of the first part). I have not tested the map on skill 3 that much TBH and it wasn´t meant to be super hard, so I will be balancing that in the future. Also, (minor spoiler) there are more rooms on UV, there are (poorly scripted, like another 50% of the map) secret teleporters, the autosaves are really made for UV. Taking notes about the details and too much monotony in some places suggestion. PS. You cannot get that super shotgun from the bottom, I have tested and adjusted that (hopefuly well). And yes, it is a Linking park - Pushing me away (Reanimation version) in honor of Chester (Please do not sue me WB). Never found out who is the author of the midi.
  6. Shawny

    I'm Also Looking to Play and Record Your Maps

    Hi, if you have time could you try out my map ? I released it about 2 months ago, it had pretty good reception. Full run takes about an hour but that depends on the difficulty + good chunk of the map can be skipped. There are multiple routes to tackle the map. There are few "FU" moments but overall I feel it is a pretty fair map. It also works fine with mods (Trailblaizer, High Noon Drifter were tested first hand). The map has some custom enemies and skybox (credits in the .txt file). It was tested on GZDoom v3.3.2, v3.6.0, it has jumping and crouching disabled. https://www.mediafire.com/file/l5akb2dlhrslapw/Hydrologica.rar/file or https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hydrologica Screenshots and discusion are on the ZDoom forum where I had released my map first. (Hopefuly there is no forum rule againts linking other forums. I did not find mention of that).