Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Elio AF

Members
  • Content count

    237
  • Joined

  • Last visited

Posts posted by Elio AF


  1. Ghost monsters. Every time it occurs it's just a huge "holy shit" moment. It occurred to me once while playing one of my own maps- a baron got resurrected. Yea, good luck splash-damaging that thing.

    At number 2, I'd probably say the mancubus fireball clipping. Never occurred to me on a stock map, not even Dead Simple, but it just caught me off guard while playtesting another map of my own. I had a good laugh about that one, since I thought I had already encountered the full effect of the bug. Guess I was wrong. Lethally wrong.


  2. 16 hours ago, Clippy said:

    .

    Wow I really screwed up some parts about this map. Nice video (as usual), thanks for pointing out the damaging floor ledge, I had never noticed that (never walked on it, rather) also that arch-vile isn't supposed to come out, on Prboom+ he keeps resurrecting those shotgunners (like the archie resurrecting chaingunners on plutonia, but i'm not a chaingunner person, i'm more of a shotgunner person myself) so yeah, the only way to kill him is splash damaging him on prboom. Yeah, thanks for pointing a lot of things out that were off.

    Glad you played on GZDoom, you didn't exploit a huge vanilla bug in this map.


  3. Look- I know I said we'll be having episode 2 tomorrow, but here it is TODAY!!

    Here's the newest version, with TWELVE new levels (maps 12-20, map 23, 25 and 31) So far 24 maps have been finished.

    And the second episode has tech-based maps with a few corruptions here and there. Third episode is... "the void"

     

    CHANGELOG:

    • 12 new maps
    • New textures throughout the previous maps and the new maps.
    • Cleaned up the file from existing Doom II textures
    • NO LONGER RUNS WITH CHOCOLATE DOOM OR DOSBOX

  4. 4 hours ago, Biodegradable said:

    Here's your pistol and there's a Baron, fuck you!

     

    Good lord, what a hot start you put me in, chum. Talk about cheeky. Was pretty much hurting for ammo for most of the run, but I still enjoyed the challenge. Rather interesting progression and some very sneaky combat situations. The map's design didn't really do much for me but everything else is pretty solid. Not as good as the other maps I've played so far, but also not a huge dip in quality either. Rather cruel, but also fun too.

    Really well done, I gotta say. Surprised you didn't die to that overwhelming starting room. I agree with this being a "not-so-good" map, but I kinda like the area between the warehouse and the cement area (aka the screenshots).

    Thanks again for the feedback! I don't think I'll be changing much about this map, I think it's unfair and you felt that, and that's what I wanted to achieve, but I guess I should reduce the number of higher tier enemies while you still have the chaingun and shotgun.

    And ammo is pretty tight too, even for me in some cases.

    Great video!


  5. Yet another map I just finished. Hard map? Nah, it can be if you're unfamiliar, but it's easier than the last 2 hard maps I submitted here (Cold Shoulder and Water Treatment Plant). 

    This map doesn't feel like my own all that much, probably because the doors don't have frames (like the starting door in E1M7 that I can remember), uses stucco textures (never in a million years would I have guessed I'd use one of them) and that ending is just weird and so unlike me.

    Training Center everyone!

    Difficulty: Moderate, gets easy after you have finished killing every hitscanner in the map.

    Length: Short

    Par time: 3 minutes

     

    I SWEAR TO GOD IF SOMEONE SOULSPHERES THIS AND PRETENDS TO PLAY THIS-

     

    --IMPORTANT-ISH--

     

    Format: Doom 2/ Limit-removing

    Source port: Tested with PrBoom+, Zandronum, GZDoom, Crispy Doom and Skulltag

    Crouching: No

    Jumping: No

    Freelook: Not an obligation, and not a personal preference (I play with arrow keys)

    Contains: New original graphics, Ultimate Graphics and Final Doom Graphics, Doom music taken from other stock maps, customized dehacked and monsters.

    Designed for: Singleplayer, slightly adjusted for multiplayer, contains deathmatch spawns.

     

    doom147.png

    doom145.png

    doom146.png


  6. 1 hour ago, Biodegradable said:

    Both of these maps are great fun, mate. A wonderful balance in cruel challenge offset with generous health/ammo pick-ups, interesting progression, dynamic combat scenarios and cool designs. I had a blast smashing through both of them. I'd love to see more. Incidentally, I enjoyed Cold Shoulder more than Charon Anomaly.

    Pretty entertaining video, I enjoyed every second of it, def earned a like and subscribe. I'm really glad you enjoyed the maps, especially Cold Shoulder, which I also like more than Charon Anomaly. Imma change that hostile description to a friendlier one XD

    Thanks for the video! Chef's kiss


  7. 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.


  8. 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. 

×