-
Content count
237 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by Elio AF
-
Cold Shoulder and Charon Anomaly- two new maps
Elio AF replied to Elio AF's topic in Map Releases & Development
26 people downloaded Charon Anomaly, compared to 29 who downloaded Cold Shoulder. The majority has made the right decision regarding which wad to download. -
Cold Shoulder and Charon Anomaly- two new maps
Elio AF replied to Elio AF's topic in Map Releases & Development
About "Cold Shoulder": It took about 2 days to build, hmm let's see. It probably took 4 hours to design (I was mapping, then watching the champions league final simultaneously and then went on for another hour) and the next day I finished the monster placement. It is the first map I did not place a thing (except for keys and player starts) before I finished the design. It's probably the hardest map I've made so far, though I would argue another map I still haven't finished, but I'm almost there is kinda harder (stay tuned y'all) It's my favorite tech-based map I've made in terms of design. It originally had an icon of sin with 2 spiders behind, so it looked like it was attacking you. Is intended to be a final map. -
Cold Shoulder and Charon Anomaly- two new maps
Elio AF replied to Elio AF's topic in Map Releases & Development
The upload date is August 10th, 2019, so that means I've been mapping for almost a year and a half now, since I remember that date being at most 7 months after I made the map. But here's a horrible quality, old video of me doing a 100% run: https://youtu.be/Luh0l6p0XqQ -
Cold Shoulder and Charon Anomaly- two new maps
Elio AF replied to Elio AF's topic in Map Releases & Development
Trivia time: Charon Anomaly was originally E2M1 of a Doom II megawad (that used mapinfo). Originally, it used Doom II textures, so that why it actually had brovine instead of brovine2 as textures. The secret mega-armor was the first thing I did in the map, and then the area with the stone and midvine textures (which were added later, when I also added the ultimate doom textures) It can also be completed in 41 seconds of time on source ports that do not include infinitely tall actors (I mean, less than that, pretty sure, but I'm slow + I will keep the record, okay?) The megawad was called The New Horizons 2. It probably took 3 days to build (noob here) and was most likely inspired by Deimos Anomaly (the idea for the stone textures) and Spawning Vats (the skull pillar behind the blue door and the sp_rock area), could also be referencing the plasma gun secret in E2M3: Refinery. -
Cold Shoulder and Charon Anomaly- two new maps
Elio AF replied to Elio AF's topic in Map Releases & Development
Oh I have never noticed the crusher's texture, I'm too busy getting squished by it (jk, it was just a constant oversight). And the cacodemon pillar was a rushed design mistake I made a few hours ago, because, being stuck to the ceiling, the pillar wouldn't move. I made a few tweaks, and now it lowers, but ruins the surprise, and the difficulty. I'm glad you liked it, I don't really feel a connection to it anymore, despite being my first map I put effort into. I just don't like it anymore. It's too flat. -
Doom -1: A Doomworld Experiment
Elio AF replied to AtticTelephone's topic in Map Releases & Development
I know, I've tried the map out, I'm going to have to reserve it later, so I can make it beatable. The blue skull step is supposed to raise once more, but if the RNG is by your side, which has a very small probability. It is indeed unbeatable right now, but I'll fix it. -
Doom -1: A Doomworld Experiment
Elio AF replied to AtticTelephone's topic in Map Releases & Development
no redesign is necessary, we just need to make sure the tricks behind the crushed arachnotrons and mancubi works. as of now- they don't. as the designer of that gimmick (the gimmick, not the pretty stuff and designs the map has, credit to that go to whoever designed it ofc), i'm gonna have to check it out. -
clarification time i guess: this map took four hours and a half to make and on average takes me 20 minutes to uv max at my slow pacing and is intended to be played as some penultimate map to an easier episode. probably will use it as map 18/19 in my wad
-
to all the people who downloaded the wad, thank you for trying it out, i hope you had a good time and managed to beat it
-
Bridgeburner's Playtesting Series (currently closed)
Elio AF replied to Bridgeburner56's topic in WAD Discussion
i think this is the latest version Unholy Journey Begins with 11 pseudo speedmaps No jumping, no crouching, no freelook (i mean, freelook isn't mandatory and does not affect gameplay much) -
thanks for the clarification man, i'll make sure to fix that
-
If Doom II monsters had people names what would they be?
Elio AF replied to DownloadTheseSweetViruses's topic in Doom General Discussion
bruh his friends try to harass me, only to end up roasted he never tries himself tho, he's like 5 (he's actually 12, i think, still too young, but he's a lost soul, so he's tiny) -
If Doom II monsters had people names what would they be?
Elio AF replied to DownloadTheseSweetViruses's topic in Doom General Discussion
Lost Soul: Kristi (an annoying little brat, simultaneously one of my neighbors) His equally annoying mother would be the Pain Elemental. EDIT: they're screaming right now, so they inspired me to write this -
well damn, i never noticed you could get trapped on that part. i thought you can move freely, but you can't since the part you fell in is probably separated from the part where the teleporter is. i'll just fix that by making that part a bit wider, so you can visit the teleporter. thank you for playing and the feedback! i hope you enjoyed!
-
Doom -1: A Doomworld Experiment
Elio AF replied to AtticTelephone's topic in Map Releases & Development
You did a nice job stretching out the map, even though the final product wasn't that great. The original is very cramped, I don't like it as well, but ig we should work from there -
Doom -1: A Doomworld Experiment
Elio AF replied to AtticTelephone's topic in Map Releases & Development
i was referring to a blue skull that was made accessible by skipping some areas of the map. i'm guessing you don't play the maps here? -
Doom -1: A Doomworld Experiment
Elio AF replied to AtticTelephone's topic in Map Releases & Development
i personally don't mind it being wider, but the ceiling 64 things really messed up with some of the map's gimmicks -
Doom -1: A Doomworld Experiment
Elio AF replied to AtticTelephone's topic in Map Releases & Development
gotta break it down to you, it was actually a design flaw -
Doom -1: A Doomworld Experiment
Elio AF replied to AtticTelephone's topic in Map Releases & Development
cool, great job tracking it down! i had v3.02 as the latest version after v3.93 -
Doom -1: A Doomworld Experiment
Elio AF replied to AtticTelephone's topic in Map Releases & Development
i know for a fact that v3.02 has a pre-broken version, but I think someone else edited after it. Still, the original is better than the current one -
Doom -1: A Doomworld Experiment
Elio AF replied to AtticTelephone's topic in Map Releases & Development
the original map had a spider mastermind -
Doom -1: A Doomworld Experiment
Elio AF replied to AtticTelephone's topic in Map Releases & Development
yeah, i figured the lift still glitches out the whole map on prboom+ btw -
Doom -1: A Doomworld Experiment
Elio AF replied to AtticTelephone's topic in Map Releases & Development
why is there a tripled enemy count on the map? instead of facing 1 cybie on the large sp_rock room, there were 3. demons were tripled, cacos were tripled, revenants were tripled, most stuff was tripled, why? -
Doom -1: A Doomworld Experiment
Elio AF replied to AtticTelephone's topic in Map Releases & Development
Oof nevermind, I forgot the beginning lift isn't tagged, therefore it doesn't work on Prboom+, which ig isn't the intended port anyways. But that area with stairs is still inaccessible tho -
unholyjo.wad is looking for PLAYTESTERS!!!
Elio AF replied to Elio AF's topic in Map Releases & Development
We have a name now ig! Unholy Journey is the current name, since it's the name of the first chapter (Unholy Journey Begins)! Here's the changelog: -New sky texture (hellish, ofc) -Minor changes to MAP01 -De-baronified MAP02, MAP03, MAP04 and MAP06 -New M_DOOM graphic. Probably placeholder. -A couple of changes in design regarding MAP11. The boss brain is "fed" by pipes filled with blood. The spider mastermind needs to be killed too, in order to access the red teleporters (or, if you're playing on chocolate doom and it doesn't crash, you should kill a commander keen instead). -Fixed a small bug in MAP08, or rather something I forgot. But getting 150% secrets there is a feature now lol. Added a new secret and a label to the exit. -Added some pillars to increase the difficulty of MAP05. Can you guess the surprise inside? -MAP09 originally had 24 hell knights on hmp. That number has been reduced to 16. Also added some arch-viles just cuz. -Added Multiplayer and Deathmatch modes. -The lost soul went thru a glow up (glow down? idk) -Reduced baron and hell knight hp to 850 and 450 respectively. -Made the trap in MAP06 feel more like a trap and less like a "oh great, more enemies to kill with ease". Hopefully this will be the penultimate version of this episode, before release! Runs and tested with GZDoom, ZDoom, Zandronum, Skulltag, Crispy Doom (intended port), Prboom+, Glboom. Tested with Chocolated Doom and DOSBox (it crashes in MAP03 || MAP08, MAP04 and MAP09 are a big no) UnholyJo.zip