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Aurelius

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About Aurelius

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    Green Marine

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  1. Aurelius

    Remnant - a large limit-removing map for Doom 2

    Hard at work for update 2.0, with both minor and significant changes incoming! So far I've added some more vanilla conveyor action (using Lost Souls as momentum preserving delay), with a revamped plasma rifle encounter. Also made some general tweaks to gameplay, with additional plans to modify some of the fights further in. Also looking into modifications for a possible /idgames submission. Here's a simple, yet moody taste: If you've yet to play Remnant, or would like to give it another go, wait until version 2.0 for an enhanced experience!
  2. Lost Souls is my answer. Seriously though, I don't mind either. I don't play with Nightmare though, so can't speak for that, but on UV I've never been frustrated by them in any of the commercial wads (including Plutonia). I've always felt that the kind of wobbly sidewinder movement helps with the chaingunners, but that's probably just an illusion. But I've never ever felt cheated by them. Shotgunners are more dangerous, but not problematic. Lost Souls on the other hand... fuck Lost Souls.
  3. Aurelius

    Remnant - a large limit-removing map for Doom 2

    @StormCatcher.77 Wow, I can't say how much that means to me coming from the genius who gave us Hatehammer. I took a while picking apart things there, and if I ever make a Boom map, you're my source for trickery! I wanted the guns to be a bit different, but still feel like Doom guns. A bit faster variations of otherwise slower original variants felt it gave a bit more pace to the level. I'm happy that the detail gave you the experience of exploration, it was an important part of the design and I'm glad to hear it worked as intended. Transitioning from outdoors to indoors and being able to see parts of the level you had been in, and feeling like you're in an actual place and exploring different nooks and crannies of it were all important design goals for me, and most likely will be in the future (especially considering this reception!). I'll have to check that Antares031 map, you got me curious.. Eviternity was probably mildly an inspiration for lush vegetation (thinking back to the winter forest, I loved that), but honestly it was just me trying to make it look good. I had this sort of visual intuition, trying to figure out how to put everything in place to look just right. So I maybe went a bit overboard with the trees, but glad it still looks the part! I'll definitely pay the utmost attention to monster encounters, even though I'm happy you found many memorable ones as well. I think @Bridgeburner56 was right to also say that the custom monster may not have been needed. They were definitely me just practicing doing vanilla DeHacked monsters, and hopefully next time I'll bring something more memorable with better introductions! Aww man, you gotta go for Eviternity with that one. It's still the go-to OTEX creation. But thank you for saying that!
  4. Aurelius

    Remnant - a large limit-removing map for Doom 2

    @Bridgeburner56 That was some quality play and analysis, appreciate your kind words and criticisms. Here's a few reactions from me with timestamps: In general I've quite well understood my shortcomings when it comes to monster placement, and I'll definitely pay more attention to that in the future. This kind of feedback from the community keeps me getting better and I hope to put out something even better next time! Glad to see you feel I'd be up for Age of Hell, I have some nifty ideas in my head already that I will probably start testing to see if they work as well as I fantasize them to.
  5. Aurelius

    Remnant - a large limit-removing map for Doom 2

    Well I got out of the cage and emptied the room, didn't die on my first go at least. Maybe it's because I know where everyone is, but yeah, didn't test it with -fast! It's hectic enough with regular speed, I suppose.
  6. Aurelius

    Remnant - a large limit-removing map for Doom 2

    @Zodomaniac Originally I didn't, but gave it a quick try. Is there something funky going on there? I didn't notice anything unusual.
  7. Aurelius

    Remnant - a large limit-removing map for Doom 2

    It's not? There is no ReFire state in there, and shouldn't every FirePistol be centered? I might be wrong though, but at least that's how I experienced it when I tested it, that the ReFire caused the bullet spread when you fire continously. PS. Thanks @Bridgeburner56 and @Doomkid for the playthroughs, I'll watch them once I get home!
  8. Aurelius

    React To The Profile Pic Above You

    I can't keep up with the amount of DB stuff coming out. Goku unlocks Super Saiyan levels like it's a chicken farm mobile game.
  9. Aurelius

    Remnant - a large limit-removing map for Doom 2

    I actually intended the pistols to be just slightly more powerful than the original pistol, wanting it still to have a large contrast with the chaingun. I feel that the current form is deadly enough, as it is not intended to be used in the place of chaingun expect when shooting minor mobs from far away (since the pistol is also 100% accurate, it has that sniping capability). I intentionally avoided the 'dodoom-dodoom' effect, since that was how I originally planned it, but just happened to find the monotonous firing better (it's a matter of taste I suppose). The downside is that the animation gets wonky at the end since in DeHacked I can't start the Fire state with a different sprite after ReFire as I could with DECORATE, but I decided it was a minor loss. Thank you for the input though, will probably look into that in the future if I decide to use dual pistols again. That is interesting, I didn't encounter this myself. I did read up on some of your discussion about the INTERCEPTS limit with Fabian and it is an interesting limit to have in a limit-removing port, though I'll leave the technical decisions to people well versed with the subject (which I am not).
  10. Aurelius

    Remnant - a large limit-removing map for Doom 2

    Thanks a bunch for your review @RonnieJamesDiner, glad you enjoyed the scenery and felt the challenge was fun! You raised very good points, and I'm really getting a good idea about what personal goals I should put into my future projects to improve myself. I'll respond to your critique below:
  11. Aurelius

    Remnant - a large limit-removing map for Doom 2

    The map has been updated with some minor bug fixes and improvements! Changelog and to-do list are in the OP.
  12. Aurelius

    Remnant - a large limit-removing map for Doom 2

    Thanks @rdwpa for a lot of indepth analysis! Especially since the favorites you listed were ones that I focused on the most, it makes me feel happy to know I succeeded in making them fun. This I can understand. It was often difficult (with the large open space and being able to see a third of the map in one glance) to keep the monsters where they should be long enough and have them attack when I want them to. This probably turned a bit too often into a regular ambush. This is added late into development, mainly for pacing reasons (for better or worse), and is not perhaps the most thought out. Wanting to prevent monster corpses jumping up and down on the 3D bridges made it so that I had to block them, and I just kinda felt like I didn't want to trap the player down in the water, even though it might've made more of an interesting fight. This was something I wanted to be kind of the first 'bigger' fight, but due to the height variations and relatively small space to walk around, the 'efficient' way is to drop down into the water just to take down the Cacos while the other monsters fight with themselves. I think part of the design in this map was to not prevent cheesing too much, and let the player give challenges to themselves and try to survive a fight without looking for objectively the most optimal way out. Maybe it could've been a bit smaller of a fight, with more deliberately placed enemies that don't exist there just to block you, but the way it turned out was what I was looking for, kind of an onslaught of monster catching you off guard (or at least supposed to). The logic was more like "I want a bigger fight, but not something that get's drawn out by the player running for cover and blasting enemies with the chaingun and SSG." So the PR came later, as a means to that end. But your criticism is heard and understood! This was brought up before as well, and is something I should definitely look into to make more.. less random. I kinda wanted it to be more straightforward blazing, and the lack of space does it make it a bit more difficult to make varied combat, but that is of course no excuse to try. The horde of Chaingunners was just for the fun of mowing them down, maybe that's an old trope that's been there too long, but I personally like it. Even if it's not challenging. This was actually not intended, and somehow I thought it was regular BFG behaviour. I apparently completely missed the ReFire state of the original BFG (I often don't use it in the game anyway). I'll fix this ASAP.
  13. Aurelius

    Remnant - a large limit-removing map for Doom 2

    Glad you enjoyed it! Great commentary as well, some very good points are raised. I'll look into that, it'd certainly help ease you into it. Especially on UV that introduces some additional hitscanners. Good points, the maze is a bit more straightforward blazing so I might look into making some variation there. It's difficult with the space, but your suggestions are a good place to start.
  14. Aurelius

    Remnant - a large limit-removing map for Doom 2

    Thanks for the review, @JDR, I'm glad you enjoyed the atmosphere and detailing. I tried to make a satisfying flow to it, and give you a feel of being outdoors and exploring stuff there. I hope the things that bothered you didn't take too much away from your experience! Could you perhaps put any parts of your comment discussing secrets behind Spoiler tags, so that other players will have the choice whether to find out about them or not? Thanks!
  15. Aurelius

    Remnant - a large limit-removing map for Doom 2

    Thanks for the info, I never looked that deeply into PrBoom+ complevels. Made the appropriate edit to the original post.
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