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Elio AF

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Everything posted by Elio AF

  1. I was just wondering if any speedmapping megawads or sessions are being made/ currently held or if any are coming up soon.
  2. Hello everyone! As y'all may not know, I'm an indie game developer and generally have little time to work on Doom wads, so I mainly work on speedmaps. Currently, I'm working on a full speedmaps megawad and have quite a few maps finished for it. Since the release date is getting relatively close (I'm working too little a day, but making progress fast) I would like some playtesters! This is not the usual wad, actually. Now, just to make sure you can beat the maps, you need to have finished at least Doom II for the early maps (same difficulty), and at least Plutonia for the later maps. Since this is a Doom II wad, it will be divided in 3 episodes: episode 1 is hell, episode 3 is tech-bases, and episode 3 is the lost void, including abstract castle designs and evil subterranean environments. It runs with Crispy Doom, Prboom, GZDoom, ZDoom, Zandronum and Skulltag. Any port that supports limit-removing, in a nutshell. Would anyone be interested? So far, episode 1 and 2 (maps 1-20 & 31) are finished. Also map 23 and 25. For anyone who might be interested, here's the link to the latest version. Screenshots? Don't mind if I do.
  3. Elio AF

    Funniest DOOM bugs thread

    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.
  4. New version, I fixed the bug where you can get stuck in map 6 Hurrytfup.wad
  5. Here, the new version. Changes: New textures New RSKY2 New map (map 26) Various changes throughout the maps (mostly 06 and 19) Supports multiplayer for both co-op and dm on all maps. Get it here: Hurrytfup.wad
  6. Elio AF

    Doom -1: A Doomworld Experiment

    Version 4.42: MAP07 is now beatable. It requires a few tricks and skips, but if you pay enough attention it is doable. You can now exit. Tested on Prboom+ and Zandronum. V4.42 Also shrinked arachnotron and mancubus height to 56, to make sure the map is beatable. The concept is still incomplete, so I'll have to reserve it again before the deadline.
  7. Elio AF

    Doom -1: A Doomworld Experiment

    Reserving map 07. I want to see its state if it's untouched and fix it.
  8. yeah, that would be a good fix for gzdoom imo
  9. WARNING! NOT A WALK IN THE PARK AHEAD!! Here's my first ever tech-based speedmap, heck, probably my first techbase too. Not necessarily my best speedmap, but it's still fun to play. I'm gonna be honest with you guys, I can barely beat this map yet on UV- it's not necessarily "that hard", but that cyberdemon anxiety that comes along when he sneaks behind me unexpectedly, along with bad, bad luck always gets me. Health drops from 172% to 10% almost instantly -_- This is h20plant.wad, aka Water Treatment Plant. Intended port: PrBoom+, Crispy Doom, runs decently with GZDoom, Zandronum, ZDoom and Skulltag. Includes custom monsters and textures. Jumping and crouching is not allowed, find another path (this map is kinda non-linear, after all) Freelook is not strictly prohibited, but I don't really use it in any of my maps, and it's not even necessary. Replaces MAP01, probably will include it in a megawad. P.S. Someone with a keen ear might notice that this music is from E2M7, rather than E3M7. Difference is barely noticeable, but it's super cool :D Screenshot time!!
  10. nuff said, that arch vile is so crushed now
  11. Finished map 26 (originally a map 29 but turned out too easy), difficulties not yet implemented. Map 27 (a dark horror map) is also on its way.
  12. 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.
  13. Also updated new version on the main topic. Changelog: Fixed missing texture in map 20. Added episode selections. Probably gonna change the graphics for them.
  14. 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
  15. Wow, I like the way you think. The screenshots are from the very first version, so the sky is the default one, but the version on doomworld has this red sky:
  16. Next update (which might as well be tomorrow) will include 10 new levels (maps 12-20 + map 31, which is mandatory). I only need to test it out in a single-segment run and replace the CWILV graphics
  17. We are now on doomworld/idgames! https://www.doomworld.com/idgames/levels/doom2/Ports/s-u/unholyjo
  18. 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.
  19. 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!
  20. I was going to upload Charon Anomaly here, but I want to prevent spamming the forum, so I'll also release my newly-finished map- Cold Shoulder. --Charon Anomaly-- If you're in for a casual run of a small map, Charon Anomaly is for you. With an estimated par time of less than 5 minutes, it's definitely a heck of a small and short map. It's not a speedmap- it's my first map on Doom format, which simultaneously marks my first serious attempt at mapping, almost 2 years back. Barely a challenge for any player, even on UV, but I still thought it's worth uploading. Designed for a starting map. Known bugs: It is impossible to get 100% secrets in this map, because the sector tagged as 7 lowers via the action linedef 37 (lowers and changes texture). This causes it to lose its special action 9, for secrets. Screenshots: --Cold Shoulder-- "Abandon all hope, ye who enter here" I just finished mostly everything about this map, so I'm more than happy to upload it here. Abandon all hope- enemies might be ignoring you, but not for long. A rather large map, filled with hitscanners and quite a few revenants. For any newcomer, I would suggest ITYTD or HNTR, for the sole reason that it might actually be the hardest map I've ever made. Off to a rough start. Keep an eye on every corner and lurking enemy... who knows if they're still giving you the cold shoulder. Welp, it's not even nearly as hard as I thought it was, probably cuz I still have lingering cybie anxiety. Ignore the screenshots, there's actually armor in this map, but I was too lazy to grab them during the sc run --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.
  21. 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
  22. 24 people in total have downloaded this wad. Did you beat it? Any comments abt it?
  23. But did you like manage to actually beat Cold Shoulder?
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