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Malefication

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About Malefication

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    Green Marine

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  1. Malefication

    thoughts on DOOM 64?

    I had never played DOOM 64 until the official re-release with DOOM Eternal. Always had it on my to-do list, but never got to it. Now that I've tried it a bit, the controls feel really off. Much floatier than the original DOOM games, like the player is skating on ice. I constantly got stuck on little pieces of walls that were sticking out due to the game's movement not feeling very responsive. Is this a general 64 thing, or would the experience be better in Doom 64 EX?
  2. Malefication

    Skinship - A large map for GZDoom

    I played what I guess is the last pre-release version and will be playing the release version co-op with a friend in the near future. Like with Alienated, IMO this level has stellar design when it comes to the map's geometry. Super detailed and good textures without feeling cluttered. The "most" interesting aspect of the map are the new enemies that force a completely different gameplay style to traditional DOOM, where the SSG is king. The baron and caco replacements can be incredibly lethal in close range and thus, makes the rocket launcher a superior weapon for several encounters as it is often simply too risky to get close enough to use the SSG efficiently. Thankfully there is a lot of RL ammo to supply the gameplay. It's a nice and refreshing twist and I'm happy to have experienced this somewhat different style! Looking forward to the next map. Edit: Ok, no Zandronum compatibility so no co-op for now. It is, however, more than enjoyable enough when playing alone.
  3. Quick little question. I've been away from DOOM map making for a while, and I feel dumb now. I've mainly used UDMF previously but am working on my first Boom compatible map (Doom Builder X). I'm trying to just make a standard lift with the function of raising the floor, wait, and then lower it again. I can't remember having issues with this in UDMF but I can't for the life of me find the linedef to do it in Boom. In this case it'll be a repeatable walk-over linedef, but I guess it won't hurt to know the switch version either. Any clues? E: I'm half expecting to be told Boom doesn't support it, but if that's the case I can at least know I should stop looking for the solution.
  4. Malefication

    [IDGAMES RELEASE] Alienated - 10 levels for GZDoom

    It was a pleasure playtesting all these maps over the last several months. They all have really impressive visual design and great architecture. Good encounters with a solid mix between smaller and some really large fights. Not full on slaughter, though (thankfully, for me). Some levels even have some really unique areas/encounters (at least to my experience) that are a treat to play! I'm looking forward to playing the completely finished version, and possibly run it co-op as well.
  5. Malefication

    Give me your WADs - I WILL PLAY AND RECORD THEM.

    I'd appreciate if you gave my level a playthrough. It has seen a few updates since anyone last played it/gave me feedback. Currently only balanced for UV, only tested in GZDoom and no jumping/crouching/freelook intended.
  6. Malefication

    My New Doom wad "THE WARDS OF GALLU"

    Yeah, of course. Some tips I've gotten are obvious like study other maps and think of what makes them good or challenging. No need to make things extra unique when starting out either, best to get a good, solid foundation of a map. Also remember to restrict the area you play in. As I said, many of your areas are just way too large so there's no incentive to fight the monsters.
  7. Malefication

    My New Doom wad "THE WARDS OF GALLU"

    I second what TheUltimateDoomer said. Very linear, and the first map even has two red keys for some reason? Doors almost never seem to have lower unpegged, and you never mark out which doors require keys. Levels two and three (I think it was) I just ran past most enemies. Level two is so wide and has so few features you don't even have to bother with anything. Every map that ended with a big square room and a baron (or more), I also just ran past. The same goes for the ending with one cyberdemon. Many maps share pretty much the exact same textures throughout their entirety and are pretty dark as well. Makes it difficult to distinguish between them. Weapon and ammo placement also felt undercooked, with map seven having loads of the same weapons just laying next to each other. Ammo was never ever an issue with how freely you throw it around. Few encounters were interesting as you could just spam your rocket launcher or plasma gun. If I look at the wad outside the actual maps and gameplay, you use a red text on a reddish background to tell the backstory of the WAD (at least that's what I assume it is?), which makes it really annoying to read. I tried for a moment but gave up. Red on red isn't easy on the eyes.
  8. Malefication

    Second ever completed map - Celestial Gateway

    Updated the DL file again. This new update contains: A few more texture fixes Larger enemy and encounter balancing: Some monsters removed and replaced. Some monsters added. Some monsters changed from deaf to normal status. Up from 240 -> 255 -> 251 monsters now. (Thanks for ideas HAK)
  9. Malefication

    Second ever completed map - Celestial Gateway

    You were lucky enough to play my first (of three in short succession) updates, evident by the middle texture visible at 11:28 (DOORBLU), should be a lamp there instead. I had placed a few groups of shells and a box or two in the end area, so I'm happy there still wasn't a lack of ammunition. And don't worry at all about not providing vocal commentary. I value written just as much (as well as video description). You can probably focus on the gameplay more when not speaking anyways, and the few times I've recorded video playthroughs of maps I haven't spoken either. I'm more than happy to just see a video playthrough, and even just a text reply in the thread without a video is all I could ask for! Chat comments in-game isn't bad either :) Now that I have finished watching your video, I must say I'm impressed with your patience regarding the SSG secret. You were so close at finding the door earlier as well! It's right behind the medkit on the upper floor. I honestly wouldn't have held it against you if you noclipped back up just for your own sanity.Love the sound effect after the Xth fall tho. Must say that Archvile bug was quite interesting as well. They deserve to be made fun of. But yeah, you played the version where I had changed a couple of textures and added more ammo. Since then I've added a few enemies, changed a couple of secrets and added a non-secret SSG.
  10. Malefication

    Second ever completed map - Celestial Gateway

    Thanks for the videos, @HAK3180 and @Odorousbag87! Was good seeing both of your gameplay videos, I love watching different peoples' takes on the encounters. Helps opening my eyes for things I miss (like that odd rock thing in HAK's video, I can't even find what the issue is in DBX. Hope it's something I have accidentally fixed, I guess. Extra thanks again, HAK, for all the detailed vocal commentary. I also just learned that DropBox keeps the same DL link for different files if you don't change the names (with regards to the... DOORBLU in the middle of a wall slightly after 11:30 in Odorous's video zzz). I didn't mean for that to be included in the DL file. It's updated now, though. I got many ideas for changes and improvements, and I've got parts of some changes (beside the texture ones, and added SSG that are already up in the link) to spice up a few of the encounters. Actually, I think the big arena has been changed a bit in the current DL link as well. Unfortunately, I haven't had time to finish Odorousbag's video yet, but I will get to it in a few hours when I come back home. Will also post here when I get the properly updated version uploaded (which will be in a few more hours). Current changelog: Fixed several texture issues where there were none, or there were incorrect ones. Added a non-secret SSG later in the level. Not completely risk free to grab, so the secret SSG is still rewarding. Some ammo rebalance (mostly more ammo in the last few areas). Changed a few secrets and items. One secret gave a Soulsphere; now gives a backpack (should also help with ammo if you find it). Spiced up the pillar arena (I think), as well as made it impossible to exit with just two switches.
  11. Malefication

    Second ever completed map - Celestial Gateway

    Thanks a lot for the feedback, @Vyre! I definitely missed the blue door. I had all of my texturing up to halfway to the Arachnotron corridor undone (despite saving) after a crash (green what was left, red what was gone) which sucked massively. I can see that I forgot the "DOORBLU" textures despite having the linedefs set up as 16 width around the door... Argh. I was hoping the red banners would be enough (to keep with the wooden library aesthetics), but I will probably make that clearer as well. The CEIL1_3 door textures must have been similar misses when retexturing so much. I'll have an updated version uploaded in the near future. The ammo balance is what I was most afraid of, so thanks for pointing out where it can use an adjustment. I'll also learn how to change music for the maps I make, hah. Speaking of secrets, there is an SSG in the library! Hint: The second last screenshot. Might have to make it more obvious, though, if gameplay is too tedious without it. Oddity 1 was intentional to give it a more "broken down" feeling of unevenness, but it might not be giving the vibe I intended. #2 was intended, but probably a bad idea, heh. Oh, and thanks for sharing your demo as well! Edit: Watching your demo, I can definitely see the ammo issues.
  12. Malefication

    I'm Also Looking to Play and Record Your Maps

    I'm back with my 2nd completed map @HAK3180 Would appreciate your feedback again!
  13. I'm back, two and a half weeks later with my second finished map. Download (4.5MB): https://www.dropbox.com/s/mqrhoe0szol4vcr/CelestialGateway.wad?dl=0 Screenshots in spoilers. UDMF format, only tested in GZDoom. Gameplay doesn't use freelook, jumping and so on. Infinite height could be noted in a few specific places, but gameplay isn't designed arount it, nor would it break gameplay if it were to be enabled. IWAD: Doom II Map slot is MAP01 (though preliminarily intended to be the 4th map). Uses resources from "Episode 5" and Biotex. Currently, unfortunately only balanced for UV. It's a single level, much larger than my previous one, but also more linear. Takes me around 16-17 minutes to complete in a normal pace, 100%ing. It is also more challenging and contains more enemies (240), but isn't a slaughter map nor extremely challenging. For those who played my previous map (especially before the final update), this one should, while definitely not perfect, be much more aesthetically pleasing and less flat. I'd love any and all feedback, but am extra curious about ammo balance and lighting. First changes: Fixed several texture issues where there were none, or there were incorrect ones. Added a non-secret SSG later in the level. Not completely risk free to grab, so the secret SSG is still rewarding. Some ammo rebalance (mostly more ammo in the last few areas). Changed a few secrets and items. One secret gave a Soulsphere; now gives a backpack (should also help with ammo if you find it). Spiced up the pillar arena (I think), as well as made it impossible to exit with just two switches. Second changes: A few more texture fixes Larger enemy and encounter balancing: Some monsters removed and replaced. Some monsters added. Some monsters changed from deaf to normal status. Up from 240 -> 255 -> 251 monsters now.
  14. Malefication

    First completed map - Labs

    Finally done with my lighting changes etc. Download for Labs v3 has been linked in the opening post. If you have downloaded it previously but not yet played, make sure to get the newer version. Much prettier imo. If you want to have another go at it for whatever reason, again make sure to get the newer version to see the improvements. Change log: Vastly improved lighting, probably not perfect so if you play please give me feedback on that. Changed textures in one whole area. Tiny changes to a couple of encounters. Still no difficulty options, sorry.
  15. Malefication

    First completed map - Labs

    Gotta admit it was pretty fun to see you get smacked like that, haha. A strong right hook from a sneaky Revenant. I think I'll work on changing the textures as well. I think I won't necessarily remove all "random" ones, but rather increase the diversity where it is fitting instead of just having one odd texture amindst loads of identical ones. It's easier for me to know whether something is behind a wall than it is for someone who hasn't built the map ;)
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