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Samuel Slayer

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Everything posted by Samuel Slayer

  1. Samuel Slayer

    End of the Doom Slayer's arc?

    And then John......was a zombie!
  2. Samuel Slayer

    F.E.A.R. Should it be rebooted?

    I'm not a fan of reboots. Would much prefer someone trying to make a sequel. I know that the makers made the game all about Alma but the lore of the game states that F.E.A.R. was established to combat ghosts. So maybe trying to tell a new saga would be a bold move that I would rather respect. All it needs is an iconic ghost antagonist, intriguing conspiracy that made the ghost, great atmosphere and great gameplay and hell, I'd buy it. Alma is gone so maybe make a game about Omen boy, that is a ghost? I'm a fan of new stories, not same ones. The reason why F.E.A.R. 3 sucked was because Day-1 doesn't know how to make stories. Even the expansion packs were better because it had the atmosphere of a F.E.A.R. game. And that is thriller/mystery story combined with horror. Even in F.E.A.R.2 the game is about figuring out what is going on from the Delta Force perspective. And the player spent time reading intel items to uncover the story. F.E.A.R.3 lacked any of that.
  3. @DCG Retrowave What's that house texture pack and can I use it?
  4. This is what I have so far. I thought about doing a sort of nature maze but I think I have to dumb it down to one area so that I can have a playable map ready soon. Otherwise it's taking too much time.
  5. Samuel Slayer

    Sgt_Mark is making his own game, "Brutal Fate".

    I think it's a natural evolution for modders to eventually get into developing their games. Also, Mark has pretty insane work ethic? Wasn't he working on VietDoom as well?
  6. Samuel Slayer

    End of the Doom Slayer's arc?

    Then what are demons?
  7. @Mr Masker Yes. But since you're already done with the map, why not give it more polish? Lot of the rooms are still a bit too empty. Decorations do wonders for game's enjoyability. And it had like, 5 rooms? Please give it 5 more rooms for a decent playtime a bit more than 5 minutes. And maybe a bit more monsters, please.
  8. Samuel Slayer

    End of the Doom Slayer's arc?

    Does that mean that those who are used as Argent energy powering Urdak find salvation, like Khan Maykr says in her bossfight?
  9. @P41R47 I don't make the rules so at this point fringe boom ports are out of luck. A Palette would be welcome, though.
  10. It's Boom: Doom2 compatibility so it should work.
  11. Samuel Slayer

    Collection of kid friendly mods?

    Ask your wife if Heretic would be okay. It's a fantasy game about shooting magic at monsters. Maybe she'll approve when there's no guns. There's also lots of Heretic wads to try out. If Heretic gets a pass you could also try Amid Evil. If even Heretic is too violent, I'm going to almost guarantee that Hocus Pocus Doom mod isn't oging to give your kid any nightmares. Then there's Sonic Robo Blast, which is pretty much 3D sonic in a modified Doom engine. Then as others have pointed out, Adventures Of Square. Also, try out Star Wars total conversion Doom wads. Also, Super Mario Doom.
  12. First of all, hello everyone! I'm a fairly new mapper, starting around late 2018. Have done various wads since then and 2020, but nothing I've been confident showcasing in Doomworld. Until now. I've compiled a 2-level demo wad that I recently posted in Henry Korver's & Austinado's threads. They gave me feedback on what's wrong with the levels and I took a couple days to fix those issues & balancing the level to make them more accessible, challenging, more exciting. And so now I'm uploading Hyperdeath v2 and if you're reading this, it's your turn to give your two cents on it. Please, play them & give feedback. What did you like, what didn't you like, etc. I need these levels tested. Record and post a video if you want! :) As Henry & Austinado pointed out, there were too much items and health on the levels. There was no challenge and the levels felt grindy. That feedback has been heard and changed. For the Slaughterwad veterans out there: These levels are traditional exploration focused as seen in Doom 1&2. The levels are meant to be somewhat accessible to everyone. And the episode is still heavily WIP. Featuring only Maps 1 & 5 repurposed into Maps01-02. If you think these levels are too easy, that is why. Hopefully ppl find some challenge in the new Hyper-Violence difficulty setting found in the menus. Adding fast-monsters. Thank you! ===================================================================== Changes in V2: MAP01: -Added Chaingunners -Put a Super Shotgun in the secret altar on a pool of lava. -Added Chaingunner reveal inside the techbunker. Kill him to claim the Chaingun!. -Reduced amount of monsters. -Reduced amount of items and health. -Blue armor now found in the secret lava alley. -Added new optional room leading to blue armor secret - two rooms in total. -Added new Caco surprise in the house ;)! MAP02: -Metal gates can now be accessed manually. -Added 2 rocket launchers near the gates. -Reduced amount of items and health. -Severely reduced BFG ammo and rocket ammo. -BFG & Rocket ammo rebalance. -Monster placements and encounters altered. -Removed switch texture from secret berserk switch. -More Arch-viles and Revenants to increase challenge. -More cover in the courtyard. -Archies, Revvies, Barons, Chainbros & a Pain-elemental .etc mobs now teleport to the courtyard. -4 new monster teleport closets to the courtyard. -Arch-vile spawns in the furnace base after acquiring a certain key... -More Hell Knights teleport into the red skull key cave room. -Revenant teleport squad added. -Altered monster encounters near the exit. ===================================================================== Overview: This wad file includes reasonably sized short-to-medium -length hell levels for an episode I'm working on. No freelook or jumping required. Lava pits have obstacle decorations as teleport markers to get out of harm's way fast. Use it to mitigate health lost if you fall in. The gameplay's vanilla, old-school made for GZDoom in mind, customized pistol with faster tics & modified difficulty settings, read difficulty descriptions in the main menu to find out what they do. Compatibility used in editor is Doom format for GZDoom: Doom2. Let me know if there's some hiccups and I'll see if I can fix them. I tried my best to make the experience fair but shortly increasing in challenge is also the point. If you choose the insane difficulties, the challenge is quite instant. My maps are made for Smooth Doom (faster pistols won't work with Smooth Doom) in mind for the optimal experience, but do what feels good for you. Wad info: PWAD: Hyperdeath IWAD: Doom 2 Maps: Two levels. Short to medium length. Source Port Tested on: GZDoom Music: Killswitch Engage - In The Unblind & Trivium - Ember To Inferno in midi Difficulty: Medium to Hard Gameplay time: 10-12 mins & 15-20 mins Custom Sky: Yes. Compatibility: GZDoom. Gameplay: Continuous, level design supports pistol starts. No Freelook, No Jumping, No Crouching required. Additional info: Set in Hell. Hyperdeath is a demo that experiments in my attemps at things like custom CWILV letters on menus, MAPINFO editing and modified weapon tics for the pistol to fire faster. The levels are small to medium, taking inspiration from Id Software's IWAD level scale. There will be lots of monsters for more epic fights & will span the game time a little bit. There's also light puzzles with switches and keys that need to be found to progress. Other than that, the levels are meant to be sorta short and sweet that expands in length and ramps up in difficulty. Demo features: - Modified difficulties. - Deadly lava, dealing -20 damage - Bright red magma rocks that deal minor damage - Damaging hell cracks for minor damage. - Faster pistol - Switches and keys - Secrets - Custom textures - Ambushing monsters from teleport closets and rising from the ground - Custom fist sounds - White teleporters will not teleport you anywhere, but they will behave as a teleport marker where the player will be teleported to when needed, the white color differentiates them from the red ones, that does teleport the player normally. - Doom 1 intermission menu music - BFG9000 (secret) Updated Download: Sam_HellDemo_HyperDeath_v2.rar
  13. @waciej Thanks for the feedback and kind words!
  14. Samuel Slayer

    End of the Doom Slayer's arc?

    Hugo mentioned the blood swamps! It was referenced in Doom Eternal lore. It's where they turn the damned souls into demons, if I'm correct.
  15. Samuel Slayer

    End of the Doom Slayer's arc?

    They could always make another story-arc. But this sounds awfully like they just want to put their Doom series to rest so that they can do something else. I mean, I would go crazy pushing out sequels as well. But hopefully they continue to make more Doom content.
  16. Samuel Slayer

    Why Was Doom 4 Called Doom?

    It's the same reason why Wolfenstein 2008 was simply referred to as: "Wolfenstein." Or why the new Prey is just called, "Prey." It's brand recognition and marketing. If you google those names, there's a big chance that the newer titles will appear in the search feed. Publishers want everyone to notice their new game and to buy it. My hunch is that It's sort of a trend to maximize sales by pretending the older games don't matter. Another explanation is of course the reboot thing.
  17. Samuel Slayer

    Bridgeburner's Playtesting Series

    If you want to give it a shot: PWAD: Hyperdeath IWAD: Doom 2 Maps: Two levels. Short to medium length. Source Port Tested on: GZDoom Music: Killswitch Engage - In The Unblind & Trivium - Ember To Inferno in midi Difficulty: Medium to Hard Gameplay time: 10-12 mins & 15-20 mins Custom Sky: Yes. Compatibility: GZDoom. Gameplay: Continuous, level design supports pistol starts. No Freelook, No Jumping, No Crouching required.
  18. Samuel Slayer

    what are you working on? I wanna see your wads.

    Finally learned to share threads.
  19. @Bushpig2dope Give me MAP10 as well. Since there's so much unclaimed space I'd like to do two maps.
  20. I might lack the sky texture resource then. My bad if the hall of mirrors is on my end.
  21. @Mr Masker Played Holes In The Planks. Don't want to be that guy but I think you should fix the hall of mirrors -effect appearing on the wad when looking outside. The diagonal walls also break the internal Minecraft geometry logic for a level not set in the Cursed Craft. The level could do with some furnishing and details as well. Maybe add some more items and health too. I did find the soulsphere but the level feels a bit starved.
  22. @Mr Masker I don't know. I'd try to find fitting MIDIs for the levels.
  23. @Mr Masker You could do that. But eventually someone (project lead) has to compile these wads into a cohesive masterwad with SLADE.
  24. Samuel Slayer

    How do I make a custom doom episode?

    Like I said in the other thread, you have to create a MAPINFO lump with SLADE3. You'll have to look around for MAPINFO tutorials for that. ZDOOM wiki is your friend.
  25. Samuel Slayer

    what are you working on? I wanna see your wads.

    @guitardz Cool!