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theDia

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Everything posted by theDia

  1. Oops. :) I started watching the video yesterday and stopped a few minutes in because I thought "I already know this map from long ago", but I never thought it was an original ID-Map. Seems like it's time to play Doom2 again to fresh up those memories. :)
  2. theDia

    My First doom Wad Mod

    Sorry, but an aspiring artist has to know his limits. Even if I'm able to build a sentece I'm not Shakespeare and both of these maps are just words glued together without any rhyme or reason. Even in the first days playing with an editor shortly after the release of DOOM I was able to put together a few rooms with the idea of letting the player progress from point A to point B and even the strangest Joke-wads around have at least an idea floating around somewhere in them, even if it's only to punish the player for even starting them. :) And for @Mario Play: If you can't stand the heat stay out of the kitchen. :)
  3. theDia

    Faded Dream (My first Doom Wad)

    Nice beginning for a map. ;) I liked it for what it was (and it was to short). The pink fog is a nice touch. Sadly the exit really disturbes the last room as @DynamiteKaitorn I also exited accidentially on my first try. At the second try I was more carfull and had to kill the last mancubus with my bare fists. :) Overall my stats were like this:
  4. theDia

    My First doom Wad Mod

    Come on - this guy is obviously a troll. Nobody with a normal brain would even think to release such a crap seriously. This "Map" doesn't even work as a parody. For telling the truth it's not even worth to be called a map, because it's a single room without even an exit. I have no problem with new mappers asking for help or presenting something they worked on for some time and don't get it right. But joining the forum and coming out with the first posting about his own "awesome" map - come on, you don't really believe thi was real...
  5. theDia

    What kind of wads you guys enjoy

    I love maps that bring something new to the table without changing the Doom-feeling to much. And I´m still discovering such maps even after more than 25 years of dooming. :)
  6. theDia

    My First doom Wad Mod

    See, so it's much better. So everyone can see that you have absolutely no idea about what makes a map "awesome" and (judging from the pic) absolutely no talent. Better go back to minecraft. :)
  7. theDia

    My First doom Wad Mod

    It would be a lot more awesome if you included some infos and screenshots. :)
  8. theDia

    Eternal doom wad

    Not really. It was a project hosted by TeamTNT and some of the older Eternal-Crew ( @ChrisC , @rfnagel, @PSchmitz , Jim and myself) where involved at the start. After my first version of Invicity (now part of Golden City - see below) was rejected, because it didn't fit graphically, I left the project and a.f.a.I.r. @Tormentor667 entered. What we got in the end was a 7 Map-Teaser wich was very impressive, but also brought normal PCs of this time to it's knees. :) For Eternal Fans I can recommend "Legacy of heroes" by @gaspe (classic ED-feeling, big levels and a lot of switch-/key-hunting) and my own "Golden City", which takes the Eternal Doom Idea in another direction (and is based on the rejected EDIV Level). :)
  9. theDia

    UPDATE: (WIP) Golden City (map02 ready)

    Nope, this was residue from the old version. :) Corrected now... Short answer. I added the starting teleporter without thinking about that this was the point the mancubus will teleport in later. Also corrected now. Strange, that these little things are the gamebreakers in such a more complex map. May be because I tested each script so intensly and lost track of the "normal" playing areas. :)
  10. theDia

    UPDATE: (WIP) Golden City (map02 ready)

    I made it - so at least it's solvable. But even knowing every corner and every attack I had to change my plans more than once during the playtime. So I think the "open world" idea works at last. :) With 157 Monsters it surely isn't overcrowded, but almost each of them can give you trouble. I'm really proud of the three Senitinels (one Knight and two barons) who will guard the whole map. :) Now I will do the skill-settings and then it's time for the next map. :)
  11. theDia

    UPDATE: (WIP) Golden City (map02 ready)

    Right now I also havn't a lot of time to play, because I have my summer-vacation. :) And when Im opening the level it's now for detailling (yes, the final area is ready now). But I will give the case to one of my testers - I'm sure we will find something for you to do. :)
  12. theDia

    Random spawn enemies in place.

    Probably this is what you are looking for:
  13. Hmmh - strange. Nobody else had problems with it so far. You need to load both included wads of course, but other than this there shouldn't be any trouble. Well, it's probably better if you wait another week, because Map02 in in it's final design- and testing-stage now. Just keep an eye on it. :)
  14. theDia

    Eternal doom wad

    Thanks a lot @Grazza - especially for EDII on which I was production manager. If anyone will give this version a playthrough I would be very happy to help out with some background infos about the production. :)
  15. theDia

    UPDATE: (WIP) Golden City (map02 ready)

    Update 08.07.2019: Just look at the first posting. MAP02 is now fully playable. Start your open world experience now. :)
  16. theDia

    UPDATE: (WIP) Golden City (map02 ready)

    The new update for map02 will come tomorrow. This time around it should be at least fully playable, absent from one area I still have to add and the usual detail work. In the end the map will have 4 different areas wich are fully accessable/playable from the beginning, so the different ways to solve the map are astonishlingly high (you can go in any sequence but have to clean all four to get to the end), which will hopefully add to the replay value. The trouble is I simply can't test all of the possible ways so help would be appreciated. :)
  17. theDia

    Doom: RECKONING

    If we mappers don't playtest who will. :) Constant updates show that you take criticism seriously. Right now I´m also working on my mapset and do weekly updates for the testers, but that doesn´t mean that what will be released will be a final version promptly. :) Some details only will be discovered when more people play the levelsand do the strange stuff even playtesters don't think about. :) F.e. One of the players for the earliest version discovered one line-def I forgot to make impassable and so skipped an important part of the level only to get stuck afterwards because of this. Things like this are of course coincidences, but you can't let them in the release. Same thing with the room in Reckoning I got stuck in. :)
  18. theDia

    Doom: RECKONING

    Finished on UV with 100/96/100 in 43 minutes. Died four times due to pure stupidity. :) I´m no Doom-god so I think that's ok. I like the overall design of the map, some nice traps and a steady growing difficulty curve. What I could live without is the way you have to run through empty corridors/areas when backtracking for health/ammo or simply have to re-run an area because of the level design. Probably you can add some teleporting monsters or open some monster cages here. Health-wise - as other have already mentioned - you give the player a lot in the beginning areas and so force him to backtrack bevcause after openin the blu area it´s getting sparse. Concerning ammo I had no problems and left the map well equipped for a coming adventure, perhaps to well equipped for a single map. :) All in all I had a lot of fun with discovering all the secrets (nice one with the BFG - that's my kind of dooming). Now for some bugs I found: Here we have an pegging problem at this door. :) Here I got stuck. What I did was: Open the door from the outside, ingnoring the rocket-launcher first (probably a trap - I'm not stupid :) ), riding the elevator and using the switch. Now I jumped from the galery, grabbed the launcher and left the room to let the monsters fight it out. While this was happening I cleared the outside area of some spectres, went back in and cleaned the room I lowered the health pillars and tried to leave, but the door woiuldn´t open anymore from the inside. Just a little design flaw. Just texture this stairway area a little bit different or use some different lighting values to give it a more 3-dimensional feel. The way it is now it blurs into the background. That's all for today - as mentioned you gave me 40+ minutes of fun. :)
  19. theDia

    Doom: RECKONING

    Thanks for the reminder. Totally forgot this map in the last few weeks since I downloaded it, because I started mapping again. Will give the new version a spin now and let you know if I find something strange. :)
  20. Not completely without shameless self-promotion - what about Eternal Doom? ;)
  21. theDia

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

    This is the best thing I saw in years. :) Loved the original game...
  22. theDia

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

    What was started as an nice small transitional map in my set has grown to something bigger and bigger - and it seems that I can't stop.....help.... ;)
  23. theDia

    Keeping Levels Visually Interesting Outdoors

    As everybody else already has explained - us height variations and decorations and make the outside areas big. My favourite way of using outsides is to use them as a sort of hub from which you will have access to different parts of the levels. I also like it a lot when you can watch the outside from inside the level, so I use a lot of windows (which also is great to help the player orientation-wise).
  24. theDia

    Share a random fact about yourself

    I left Facebook and Twitter (on both I was an early adopter) voluntarly just 4 weeks ago and promptly startet mapping again. :)
  25. theDia

    Were these commercial PWADs ever released for free?

    Talking of Perdition's Gate. I always liked Alex Mayberry's older set of the same name a lot more than Mustaines commercial version. :) https://www.doomworld.com/idgames/levels/doom2/p-r/pdgate
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