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Scorpius

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About Scorpius

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    “What’s wrong isn’t me, what’s wrong is the world!”

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  1. I have a second (and probably last) update for NostraDM - my project from NaNoWADMo 2021. It is ready and available to play right now - just in time for Halloween! It took way longer than I thought it would to make it, but I am very proud to finally shove it into the world!
  2. And alas, two years later, NostraDM is ready and available to play - just in time for Halloween! It took way longer than I thought it would to make it, but I am proud to finally shove it into the world. Any feedback would be greatly appreciated. Have fun! Download link: https://drive.google.com/drive/folders/1ETcClZPQeSnIeQS7TyFPQ9xla-DiUwEI (Beta 1.0)
  3. I had a blast working on the first one, even more so with the second one! Congrats to everyone who put their hearts and souls into this project for the release. Huge thanks to the musicians for their advice on making MIDI tracks; I learnt a lot from them and very glad to make music for the first time!
  4. MAP19 (Lost Upon a Plutonia) and MAP30 (Icon of Casali) MIDIs are done. Hope they're okay to use! plutonia_scorpius_midis.zip I will get MAP21 done when I get back from holiday.
  5. @Engired I recently tried making MIDI tracks and would like to try making some for this project. May I take MAP19, 21 and 30?
  6. Scorpius

    The amazing "identify that Doom song" thread.

    Hey, sorry for the bump. Just wanted to check 3 MIDI tracks to be potentially used for a future project. Thanks in advance! MIDItracks.zip
  7. Thanks mate! I should really start testing on other ports, huh? Update 2 to Outpost 666: OUTPOST666-V3.zip
  8. I'll be honest my map was a rush job - I dawdled too much on what to do with it and, to put it simply, I ran out of time. I'm still glad I contributed to this project since the original was the first non-official WAD I played and the reason why I make maps now. Just want to make a few notes about my map: As noted, the start was inspired by Neurosphere's hot start. It can be especially difficult if you run straight out and get blasted by the chaingunners. There are raisable "shields" but they are not particularly helpful in hindsight. Less monsters and tightness would have improved the start. The symmetry design is what, in my opinion, ruined the map as it restricted a lot of my ideas. Navigation is a pain at the start - landmarks and more unique locations would have helped out. Plutonia 2's Buckets of Blood was what I intended to do in terms of symmetrical design, but it did not work out very well. The last secret was a last-minute addition. In hindsight, a BFG/plasma rifle should have been used. It would have improved that fight in the room. A Voodoo doll trick would have solved all the problems with the onslaught fight as, it turns out, you can cheese the trap by just walking over the door trigger and then waiting for it to open BEFORE triggering the teleporting monsters. I guess stacking trigger lines on top of each other is not as effective as it used to be... What was I thinking with the cyberdemon? I am 100% certain that I just added the cyberdemon with no rhyme or reason. Even though I think Corpseflower is pretty weak, especially compared to my other maps, it was still a good learning experience. Thank you Joshy!
  9. Update to Outpost 666: OUTPOST666-v2.zip
  10. Apologies. I've uploaded a new version to the original post. It should work now - I've also fixed a couple of small bugs.
  11. Heh, it's very late... but it's done! First time using OTEX and including small details like shadows. I kinda went crazy with it and I'm gonna zzzz... I hope you like it! :) Name: Castle Vendetta MIDI: Behind Closed Doors by Bloo Map: MAP01 (can be anywhere tho) Difficulty Settings: Implemented Build time: A couple of hours Tools used: Doom Builder X, SLADE 3 Tested with: GZDoom 4.8.2 File: scorpius-castlevendetta-v2.zip
  12. Surprise! I decided to make a map for this year's MAYhem. It's a Knee-Deep in the Dead styled level which reminds me of STRAIN. I hope you like it! :) Name: Outpost 666 MIDI: Diaphragm by Brayden Hart (AD_79) Difficulty Settings: Implemented Build time: Three to four days Tools used: Doom Builder X, SLADE 3 Tested with: GZDoom 4.8.2 File: OUTPOST666.ZIP
  13. Heyo. I'd love to make something for this! May I take a slot?
  14. Very happy with it! Though it wasn't hard to remember much of it, the difficulty has somehow shot up, heh. Name: Stranglehold Based on: MAP21 - Slayer Build time: Two to three hours Tools used: Doom Builder X, SLADE 3 Tested with: GZDoom 4.8.2 File: STRANGLEHOLD.ZIP
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