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spineapple tea

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About spineapple tea

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    Incompetent at best

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  1. @fai1025 E4 MAP16, please. Working on MAP10 of the first Doomium was some of the most fun I've had mapping and I was just thinking about the WAD again recently.
  2. First of all, I said if first but I'll echo what Individualised said. It's not hard to imagine somebody who regularly uses Doomworld seeing the same thread with 700 replies and subconsciously ignoring it without noticing that it's been released. The idea that this one is more relevant to followers of the thread makes sense, but you could also just post the new one here so the followers see it (plus you can mention contributors in the new thread in case they haven't been paying attention since submitting their work). Also, when you say "if I did make a new one, the old one would be completely abandoned" you do realize development threads are sort of supposed to only be relevant during a project's development right? Basically I just think that this release has been mostly silent and creating a new thread will get the attention of people who didn't care about its development and just want to try a new WAD. Second, like BeefGee said, I was also unaware we could pick the music to go along with our maps and I'd like to pick something out for MAP01 when we do the updated version (which could be released through a separate thread, just saying).
  3. I regret to be a part of those dropping their slots, but December has always been one of the busiest months for me when it comes to school and I haven't had enough time to work on my map. I'd rather someone else take the slot and make something well-crafted instead of me rushing to get something rough out on time.
  4. Shouldn't we make a separate thread for the release?
  5. spineapple tea

    Does Doom have AI?

    Yes, certainly.
  6. The feeling of signing up for a project, creating and submitting a map, then seeing the entire finished product posted just a few hours later is one I'll probably never have again.
  7. spineapple tea

    Things about Doom you just found out

    I always assumed that the tunnel at the end of the lift secret in E1M1 had a door open when you crossed a linedef, but it turns out that it's actually the first instance of a fake-wall secret in Doom history.
  8. spineapple tea

    [RC5] EVITERNITY II - RC5 Released!

    No fucking way.
  9. spineapple tea

    '95 Never Dies CP [Full!]

    I'm sorry if there was a misunderstanding but we talked earlier at the beginning of November through a private message about me dropping the slot when you asked about the map's status.
  10. spineapple tea

    WADs you could describe as 'resource puzzles?'

    I'll definitely have to check that one out when I have the chance later.
  11. Almost a year ago now, @RED77 posted the first version of their submission, Fear Factory, to Alphabet Doom (alpha is currently available if you're curious). The general consensus was that version one was short on health, ammo, and was generally way too hard for UV. They've since updated it to have more resources allowing it to be a bit more generous towards the player, but I played the original version when it was first posted. Here's a video of my shitty UV-max demo I recorded after 121 attempts (mind you I suck at Doom). Out of all the WADs I've played in recent memory, this one still stands out as some of the most fun I've had playing Doom in a long time. There's only 38 monsters in the whole map with an archvile being the highest tiered enemy you'll find, but the amount of ammo placed forced you to play the map over and over again to figure out exactly what to spend it on and when in order to not run out. If you spent enough time figuring out this balance, you could end up having excess ammo by the time you're heading for the exit. After spending many hours grinding away at the map, just seeing my cell count above 100 was a satisfying reward in and of itself. I could end the post there allowing this to just act as an appreciation thread for a single old version of a map (RED77 is really a great mapper though), but I've been wanting to experience something similar to that initial playthrough. I'm not just looking for maps that are difficult despite a low monster count, nor am I looking for maps that are difficult due to a short amount ammo. What made this map specifically enjoyable was the feeling of chipping away more and more of the map in order to really understand every aspect of its layout, monster placement, and resource budget despite the map itself only being about seven minutes long and no larger than maybe MAP01 of Doom II. There's almost certainly a better term for this style of map I'm thinking of, but please feel free to recommend any maps you can think of that fit this description or even just maps you had a similar experience with. [note that I'm about to go to bed and have school tomorrow so I apologize if someone replies to this and I don't respond for a bit.]
  12. spineapple tea

    My skincare

    I just wanted to comment here before the thread got locked or deleted.
  13. spineapple tea

    Why 32 Levels?

    This thread is a bit old but Romero is streaming right now and I asked him this question. He said that thirty maps were initially planned and two secret maps ended up getting made. Basic answer, yeah, but that's about as official of an answer as it gets.
  14. spineapple tea

    mod that melts your brain!

    This is all I can think of when I read the title.
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