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Malefication

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  1. Malefication

    Verdant Citadel

    I'll chime in on the ammo as well, since that's something I actively thought of at least parts of the map. In my initial post I mentioned the player being strapped for resources early on, and ammo was mainly what I was thinking of then. I don't think we're supplied with too little ammo, at least in UV (since I can't speak of other difficulties). I was actively aware of my ammo count, and felt a pressure to manage it properly. You face revenants, a mancubus, and some cacos quite early, as well as imps you can't get to (so count on spending more ammo to kill them due to inaccuracies) and this combination had me run around with almost no shotgun ammo for a while, until I got close to the first key I picked up (courtyard?). Didn't help that I wasted too much ammo on a damn Pain Elemental (I think it wasn't a Caco at least) that got punted away too far so I could barely hit it. Anyways, I found myself switching to the chaingun to conserve shotgun ammo. Absolutely nothing wrong with this. With some better play, I wouldn't have needed to worry about my ammo, and later on my ammo issues disappeared. The "struggle" doesn't last throughout the map, and I find periods of stricter ammo management can spice up the gameplay.
  2. Malefication

    Verdant Citadel

    Really cool map. Looks fantastic and the music is fitting. I like how it got quiet after big fights like the Cyberdemon and the Elevator. I find it really nice that you added a fourth key that we need to go on the hunt for, and the map feels really nice to play through, with the player being able to tackle areas in the order they chose (from what I could tell). You can definitely tell that a lot of time was put into it. I also enjoyed the red armor, and I can't really speak my mind on the checkpoints, as I never used them. Cool feature, though. I found 66% of the secrets without looking super hard, and know the location of one more (a blue armor in a pillar) but didn't take long enough to find the way to get to it. I beat the map in just under 43 minutes on UV, first try with zero deaths. The few red armors and overall decent amount of health and armor pickups had me never get too low on HP, at least not after the beginning of the map when you're strapped for resources. I dropped down to 30% at the lowest in the elevator when I was clumsy and ran into two projectiles in a row, but other than that I never felt like my life was really threatened. Still, the challenge the map posed was really enjoyable to play through! E: With the music in mind, I'm not the biggest fan of djent, but the volume was low enough to make it feel more atmospheric than overbearing, but I'm not sure if it's just my music settings that were low or if it's designed to be that way.
  3. Malefication

    The DWmegawad Club plays: Avactor & Deadly Standards

    Double post, yay! MAP02: Sunlight Source Man, this one took me a while. I wonder if I will even have time to play the rest now that I'll have stuff to do the coming days. This map opens with a redesigned enemy, a stationary machinegun turret. I'm really happy I'm not doing pistol starts. Even with the 18 hp and 1 armor I spawned with, two rockets take them down with ease and if you keep your distance, they don't really do much. I died far more in this map than MAP01, but over half of those deaths were in the first ~10 minutes of the map where I was constantly starved on hp, never going above 40. As I mentioned in my previous post, I'm not the biggest fan of maps with this huge amount of enemies, but the open areas are well designed with good cover and room to fall back. It is also balanced out by tighter encounters with fewer, but strong, enemies where you need to do some good dodge dancing to succeed. Continuing on UV, the open ability to fall back from ambushes was key for me to survive with the low health I started with. The ambush compositions often allow for monster infighting, so the only way I could survive (and also not run out of ammo) was to trigger an ambush, run back behind cover and let the demons thin each other out before I came back in to clean up. It was time consuming, but a fun challenge. I also quite like the sniper arachnotron that overlooks the main area. It never felt like BS, but it stayed as something to be aware of and acted as an extra challenge. In the end, it took me over 50 minutes to beat the map (and probably several hours playing on and off with reloads), with a lot of time spent on taking it slow due to almost no hp, and I also took some time trying to find secrets I had missed after I picked up the automap - got 6/7 in total.
  4. Malefication

    The DWmegawad Club plays: Avactor & Deadly Standards

    MAP01: La Muerta Island Went in completely blind, only aware of the maps being big. Had to noclip my way out of the water in the start as I couldn't find a way out. Played on UV and surprisingly only died to the crusher secret to the right of the start, and I never completed it as I didn't think of checking the automap like some others here have mentioned. The map was quite tough, but never really felt unfair. More enemies than I prefer, but you often have large open areas to retreat to when needed. I managed to handle the early revenant secret without taking any damage at all in the cramped room, but the very closest I was to dying was the dance with the revenant after the red key stair teleporter. I got out with exactly 1 hp and 1 armor, and managed to survive the last swarm of enemies, ending the map with 16 or 18 hp. The frequent teleporting "traps" as the main way enemies show up isn't my favorite kind of gameplay, but the map (with its gorgeous art and enemy redesign) made me constantly feel tense, and I quicksaved frequently (even though I never ended up loading past the starting area). The ammo management required also built on the feeling of unease, and I'd definitely say the map is a success when it comes to tension. At least for players of my skill. For the future, I'm considering either lowering the difficulty or reloading my last quicksave from MAP01 to have a bit more HP at the start of MAP02.
  5. Malefication

    The Complete RAVEN SERIES Maps 1-11

    Mediocre, and I would generally recommend you to avoid in this day and age. I won't slam the mod, or what I played of it, for being ugly. They didn't have the tools we have nowadays, but the level pack is uglier than the original games. No, what made me stop playing this WAD was the poor level design. The first map opens with a big open room, containing a thick pillar in the middle. Right in front of you, you have a SSG as your first pick up. There's a green armor and a blue armor right next to each other to your left. This room also has an archvile, which I died to because I wasn't prepared for it at all. Other than the very first room of the very first level, the first three maps are quite easy and don't pose much of a threat (with the exception of the baron trap). You'll almost instantly get your entire arsenal of weapons in the very first map. There's ammo everywhere and you'll find loads of armor everywhere. The item and weapon balance is rubbish. The first map continues with a bunch of rooms senselessly linked to each other without any flow or really any guidance to where you should go. You won't get lost because everywhere leads to everywhere, but you get the feeling that the map layout hasn't been thought through at all. Level two follows the exact same recipe as level one; you'll get your entire arsenal early, loads of ammo/health/armor, and you'll meander about a pointlessly interconnected map. Level three is somewhat less of a big area with walls between, but even less enjoyable to play. It ends with a 50/50 choice as how to exit the level. The one I chose threw me into an acid pit that let me exit to level 4 with 6 hp. Level 4 begins with a room containing 3 machinegunners. Here I died again. This is the kind of poor level design I'm assuming the majority of this WAD contains. I kept playing map 4 for a bit longer, but just straight out quit partways through due to boredom. The level design simply fails to impress and isn't good at all, especially compared to all the great packs we have nowadays. I wouldn't suggest it even if it's just for curiosity's sake.
  6. Malefication

    My First Wad - The Castle

    Oh damn, I had them as private instead of unlisted. They should (hopefully) work now. Sorry 'bout that.
  7. Malefication

    My First Wad - The Castle

    I found these maps fairly fun. Impressive size for being your first maps, and probably better than what I could muster up with my lackluster mapping skills. I recorded my blind pistol start playthrough of both maps if you fancy seeing them being played by some rando going in blind. FRAPS and GZDoom don't seem to be best friends, though, as I had some occasional freezes that messed me up a bit. For that matter, I'm not all that good either. I did notice some textures I think in map 1 that look a little wonky due to being unpegged. There are some gameplay issues with doors etc. like others have mentioned. I've gotta say though, that the 4-spectre trap really caught me off guard. I should probably have seen something coming there, but I was not prepared for two more spectres when I moved a bit forward to get some distance to the first two. Not sure what to think of the underwater section either. At first I thought I was just on a very slow platform lowering, then I realized I was drowning. Managed to get up on the other side with 9% hp, and had to go to the options to bind my swim down key, hah. I found the opening are of map 2, and where you go to the left a bit too wide without a proper justification for it – to me it felt kinda empty. I also absolutely hate Archviles and Cyberdemons as a matter of principle, to the extent that I'm still contemplating whether I should ever add any Archviles to maps I make. With that said though, I didn't find the first Archvile encounter too bad. Level 1 Level 2
  8. Malefication

    Checkered "no texture" issue with custom textures

    Oh damn, I must have been blind looking through that. Cheers.
  9. Malefication

    Checkered "no texture" issue with custom textures

    Oooh, so I need to use Slade3 or similar to actually save the textures on my map. That makes a lot of sense, thanks for the help! Do you think it's reasonable to assume that it's the same issue with some megaWAD map projects that are actually marked as complete? For example, I downloaded and tried out MAP02 and MAP03 from this project, and nearly all textures give me the checkered pattern. I'm not sure, but I would think maps marked as complete (at least MAP03) wouldn't have that issue on the mapper's end? If not, any guess what it could be on my end?
  10. Hello. I did a bit of mapping many years ago and recently got back to it. Using Doom Builder X, and the few maps I've made the last couple of weeks are in ZDoom UDMF format. I downloaded a few texture WADs to give me more options for my mapping (https://gyazo.com/abfee6bd369598da4f0d1d1303f0f93c), all except the DOOM2.WAD strictly loaded patches only between P_START and P_END if that makes a difference. Now, when I've launched the maps through DBX with GZDoom, I've had no issues at all and everything has looked fine, at least texture wise. That changes when I try to play the WADs directly through GZDoom, where all my non-standard DOOM2 textures come out as white-blue checkers indicating that they can't be found, I suppose? My guess was that there's something I need to do, but I don't know what that is. I downloaded a few different single level WADs from the WADs & Mods section here as well just to try things out and I'm getting various levels of checkered textures in those as well. Asked through PM and was told I need the correct WAD where the texture originates from in my GZDoom directory, but... Well, I've thrown every single WAD I have made (and the texture WADs) etc. into my GZDoom directory and it makes no difference. I find it hard to believe that these much more experienced map makers would have the same issue I have with my missing textures, so I believe the issue is still on my end. Do I need to do something particular in DBX (or some other program) to have the imported resources actually "follow" with my WAD, or have I screwed something royally with my GZDoom? Never had any issues with MegaWADs, but seemingly every single 1-map WAD has missing textures. Edit: Crap, this was meant for the questions section. If any mod etc. wishes to move this, please do so.
  11. Malefication

    What are you playing now?

    Currently playing Eternal Doom, about a third through I believe. I'm taking my time with it, as I... I'm definitely not in love with it. Enjoy some maps and concepts, but it can be such a damn chore to play if you don't know where to go. I've spelt 20+ minutes running around trying to find out where to go next numerous times. It always ends up with me having to look up the map on YouTube to find out that I managed to miss a small button texture placed "randomly" on a wall. Also really tired of sniper chaingunners where you have to be on a really precise spot to see and be able to shoot.
  12. Malefication

    Final Doom The Way id Did

    Well, with regards to this map anyways. I can't comment much on how TNT-like it is, but I found some issues. Firstly, the shotgunner hideouts on the way down in the start don't block you nor monsters, so you can enter and pick up their shorguns if they're quick enough. On my first playthrough, the second one exited his room so I got his shotgun for free. Secondly, there are some texture issues in the main room, if you look towards where you enter. At least on my end. In DB2, I saw the textures are supposed to be TNTDOOR, but they don't seem to exist for me. Not sure what that is about. Thirdly, you can (and will) get permanently locked in as far as I can tell. In the room to the left with two box-pillars, when the revenant that teleports to the previous room enters this room, the door seems to close behind him, despite it being tagged as open and stay. Doesn't happen when I play with no monsters. The blue key room will also shut you in with no ability to open the door from the inside. I had to noclip my way out of both these rooms. Played all of this with GZDoom.
  13. Malefication

    Final Doom The Way id Did

    Oh, fair enough. My bad, then.
  14. Malefication

    Final Doom The Way id Did

    I'm sorry, but the goal of the project is to emulate one of the original authors' style, not to use your own style. The goal of all the "the way id did"-megaWADs is emulation of all the originals.
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