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Zediru

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About Zediru

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  1. I haven't had a chance to try this yet but I'm excited to give it a go in the near future. I've always wanted to replace all hitscan with projectiles, although I worry about how this will affect maps designed with hitscan in mind. I'll let you know what I think once I've played this for a bit
  2. Zediru

    My W.I.P mega wad project

    I'm gonna record my thoughts as I play through the first few levels. At some point I'm sure I'll get tired of typing. MAP01: -One of the most memorable starting rooms, that's for sure. And there's invisibility right in front of me? Why? And yet it kind of completes the room. Don't get rid of it. -I walk towards a super shotgun. Very generous! But then I get teleported before I reach it. What a tease, I should known better! But wait, the room I end up in has a super shotgun anyway. I don't know why, but that messed with my mind in a mostly good way. -Got stuck in a hole, used no-clipping to get out. -Oh, that texture doesn't line up with the ones around it! There must be a secret behind it! Turns out... there is! -A blue key door... I'm pretty sure I've been everywhere up to this point... Oh there's another obviously-misaligned texture, must be a secret! ... Nope, just a wall... I should check the rest of the walls just in case. Sure enough, there's a hidden room behind... a perfectly aligned wall texture! And there's the blue key, in the secret room! Okay. -The level turns from gray to red behind the blue key door, and I finish the level. MAP02: The Jungle -That's a lot of stuff right there. -Oh shit there's a revenant and a chaingunner up on a high platforms. That's okay, I played the second map of Urania so this is no big deal for me as I run up close the high platform so the chaingunner can't shoot down at me! -I jump off the cliff, leaving a bunch of supplies behind me because I have enough already. The next player will thank me. -Found a secret behind an out-of-place texture. Now I have full health and armor. I bump my face on a swastika as I exit the cave. -Found another secret behind another out-of-place texture. It's a path that leads up to non-secret part of the level. Presumably I could have come down from the top, and the secret wouldn't have been hidden at all. I am mostly okay with this. EDIT: the path is actually blocked in the opposite direction. -Lotsa Hell Knights versus lotsa plasma gun and rocket launcher. Gun win. -The jungle turns from dead brown tree carcasses to white rock, just like the real jungle I'd bet. -Exit switch looks weird, but is functional. MAP03: Shipping Warehouse -The start room wall texture matches the textures around the exit switch of the previous level. Intentional? -There's a room with some crates. This must be some kind of warehouse. I bet these crates are for shipping. -I teleport into a room with even more crates. It's crates everywhere. I take one step and awaken a Spider Mastermind, which I can't see yet. This reminds of some other WAD I played once, that also had crates in a warehouse with a spider mastermind somewhere amongst the crates. -Got stuck in a hole, used no-clipping to get out. -In a narrow path amongst the crates, and it splits in two. To the left is darkness, but the right is light. I go right, for the air smells fresher that way. -An archvile succumbs to my plasma gun and I win a BFG. Time to go back the way I came, and explore the dark path on the left. -The dark path immediately turns a corner and becomes light. It leads to a big computer room with enemies inside of it. I dispose of some of the enemies with my rocket launcher. I nearly dispose of myself in the process. -It's pretty obvious now that the Spider Mastermind is just on the other side of the computer room's wall. I peep through a small doorway leading out, and sure enough the Spider Mastermind is there. But so is some invincibility, which I could obtain if the Spider Mastermind weren't resting atop it. -Taking a breather in the computer room, I get an idea. Even though the Spider Mastermind is completely obscured by the computer room wall, it is still trying to get close to me. So I lure it away from the doorway connecting the two rooms, which as a consequence lures it away from the invincibility. Then I run like the wind to and through the doorway, and take a couple bullets before nabbing the invincibility. -RIP Spider Mastermind, you stupid alien with metal legs but fleshy upper parts. -I press a switch amongst some creates and the level ends. MAP04: (I missed the name) -It's the first map of Doom 2, except that it's got tougher monsters, and the big room at the end has been replaced with a bloody red hell tunnel. -The exit switch is lit up by default, and you must DEactivate it to end the level. That's deep, man. It's like a metaphor for life and stuff. The lit up switch is one's inner life force, and when you extinguish the inner flame, that's the end. MAP05: Demon Tower -I start in front of the exit door, which requires a blue key that I do not have. How did I get here? Who am I? Surely I didn't enter via the exit. I love a good mystery. -Silver. -The first door I go through leads to an empty room except for some computers, and dead space marine, and an automap. The FIRST item in the level is the MAP. It shows that indeed, the blue door will eventually lead to a small room, presumably the exit. But that will have to wait. -I wait for the elevator to come down. It takes quite a few seconds, in the range of 3-6 seconds. I enter the elevator and go up. This also takes quite a few seconds, in the range of 3-6 seconds. The math checks out. I just realized I turned the music off, which is creating a very tense atmosphere. Also, there haven't been any enemies. -At the top of the elevator there are two Former Humans, the first enemy encounter, and not very difficult. There is an invisibility circle. -Silver. -I go through a door on the left, and behold... a silver room with literally nothing in it. But there is a doorway to a hallway which is also silver. This hallway has no enemies either. -I open a silver door and find ANOTHER invisibility orb. No enemies. Where are the demons in the demon tower? Maybe they don't know I'm here because of how invisible I am. But of course, that is not how the game works. Mystery added to mystery. -More silver. -Behind a fake silver wall is a Nazi hideout with a couple blue germans. After dispatching these dapper fellows I phase through two more fake walls, collecting one invisibility medallion and one green armor. Back to silver. -Two demons fall easy prey to my electroblaster and shotgun-shell-launcher. -I'm in a silver hallway with many doors. I open the big one instead of the locked red one. -Revenant to the left of me, I fall down into computer slime, luckily landing on a Radiation Suit. Some former humans are down here, presumably fell down just like I did. They are now former former humans. -An elevator lifts me up so that I am able to reach another elevator that lifts me up to a computer room with faulty lights and a blue key. Some former humans don't want me to have the key so I kill them and take the key. -Teleportation back to the start of the level, which, recall, is also the exit. I open the exit door, try to look out a window but I'm too short, then flick the exit switch. -There was no red key even though there was a red key door. The automap showed that there was something behind the red key door. I am not okay with this. That's all I can bother to type, so I'm just gonna play the rest normally. I'm having a lot of fun with this WAD so far. The numerous criticisms that other people have made are all valid and I agree with them, and yet I don't want to stop playing this WAD in its current state. There is just something about it. The way you play around with my expectations is quite satisfying. When I'm done, I should have some more serious thoughts about it. For now, let me just say: I have hope for Hopeless.
  3. Here is a sample of some music. This in particular is NOT intended for Necro Mortalis, but it's at least evidence of some musical competence.
  4. I apologize if I came off too strong in my original post. My purpose was only to get straight to the point, and to convey that I take this work very seriously. I've been playing Doom since I was a small child, basically when it was first released. Not just Doom, but a lot of the classic FPS: Wolfenstein 3D, Doom, Duke Nukem 3D, Quake, Unreal, Serious Sam. Before going on, I want to be clear: I have not released anything to this date, so if that makes you skeptical then I understand. You'll just have to wait a bit longer and then my work will speak for itself. My first exposure to video game level design, not counting imaginative drawings of generic "levels" as a child, was with UnrealEd for Unreal Tournament 1999. I was a young teenager just messing around trying to put the worlds I could see with my mind's eye into the computer. But I never made anything worth talking about. Looking back, UnrealEd was way too advanced for me to handle at the time. Since then (about 10 years), I've toyed around with level editors for various games like Battlefield 2, Serious Sam 1 & 2, UT2003, and now Doom. I found Doom Builder about 5 years ago, and it really clicked for me, perhaps BECAUSE of it's inherent limitations. In the past 5 years I've probably started, made progress on, and then scrapped, a few dozen maps and projects. Each time, I hit some critical obstacle that made it near impossible for me to continue. You know when you're making something and after a while you realize that it's just simply NOT turning out well. I've been working on this particular project since last December (just over a year), and I feel that this time I have a handle on things. I'm able to recognize the creative pitfalls that have trapped me before, and avoid them. I have a fuller vision of what I want to make, as well as what can actually be made with the tools I have. As for what other WADs I've played, here are some that jump out at me when I think back on my childhood: Dark Covenant, Raven, Thud, and of course Plutonia and TNT. There are many more that I can remember bits and pieces of but can't remember the name. More recently I've played and enjoyed Urania (oh my god I love Urania), The Ultimate Torment and Torture, Deathless, the Community Chests, Freedoom, Memento Mori 1 and 2, and Scythe 1 & 2. I'm probably forgetting a lot.
  5. Hello, this is my first post here. I'm Zediru, but you can call me Zed, Sed, or Alex. I am working on a set of maps for Doom 2. I don't have anything playable just yet, but I wanted to put this out there anyway. I will do a quick summary of some basic details about the project, then I will explain some things about it in more detail, and I will finish with about a dozen screenshots. Unfortunately no single map is yet complete, but I will have one or two playable teaser maps in a month or less. Name: Necro Mortalis Map Format: Doom Ports Tested: GZDoom IWAD: Doom 2 Maps: MAP01-MAP18 Gameplay: Singeplayer only Difficulty Settings: TBD (explained below) Build Time: Hundreds of hours, and counting Textures: Mostly Doom 2 (explained below) Music: TBD (explained below) Necro Mortalis a PWAD for Doom 2, and is meant to feel like the old game. The maps are organized into three episodes, with six maps per episode. I have spent (and will continue to spend) a lot of time making sure each episode has certain themes and motifs that distinguish it from the others, without breaking the overarching theme that holds everything together. The same is true for each individual map and its relation to the episode that contains it. I've played many WADs which are advertised as one big idea, but which in fact are a long and disjointed sequence of great but inconsistent ideas. I hope to avoid this pitfall. Now some brief comments on Textures, Music, and Difficulty. The only new textures will be things like lights and a couple liquids, which Doom 2 was lacking. I might put together some new switch textures made from existing Doom 2 patches. I am writing music for each map, all MIDI. Each episode has its own musical theme. For example, episode one is various genres of heavy metal, and episode two is dark/spooky/haunted stuff that doesn't belong to any music genre that I can think of. I am hoping to get some feedback about the music when I am able to release some playable teaser maps, because if people don't like it then I'm willing to scrap it in favor of music from the original game. In either case I will release my music separately for anyone who might like to listen to it, or use it in their own project. As for difficulty, the maps in my WAD won't be easy but they will be fair and enjoyable. And I never leave the player without any idea where to go; you should always be aware of at least one unexplored path. There won't be multiple difficulty settings at first, but I hope to eventually implement this after initial release. I plan to finish and release episodes 1 and 2 together, THEN finish and release 3 as an update. I am also working on a bonus fourth episode, but I am likely going to expand that into its own separate project. Now for the screenshots, which are in no particular order. I wasn't really sure what my screenshots ought to include, since pictures don't convey what it will be like to actually play the game, so I picked some places that look kind of nice, I guess. Even so, there are some obvious issues like texture misalignment, bad texture choice, and boring lighting in some of the screenshots. This will all be addressed by the time I release anything, but feel free to call attention to it anyway. EDIT: I just noticed some of the screenshots have text at the top, oh well.
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