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Biff Dunderbuff

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Posts posted by Biff Dunderbuff


  1. So I wasn't able to get much done this month, so instead I'll post the finished version of the map I started last year.

     

    Name: Toxic Processing

    IWAD: DOOM2.WAD

    map: 03

    complevel: BOOM (9)

    difficulty settings: YES

    resources: CC4-TEX.WAD (required)

    ports tested: GZDOOM, PRBOOM-PLUS (NOTE to PRBOOM players: please set the option "Use passes thru all special lines" to ON or one of the switches won't work. I don't know what causes this glitch and I'm not sure if I care anymore)

    music: Devils Lab (from Final Fantasy VI)

     

     Screenshots

    Spoiler

    toxproc1.png.fa2d7470fcb93d3d71f42578c7970985.pngtoxproc2.png.47ca63d1b11a7d20c7c5799c41449dd5.pngtoxproc3.png.00b0010caf44c7cb40e9bd8eebc598a5.png

     

    Download: toxproc.zip


  2. Last year I said that I wanted to make a 5 level wad that I never ended up finishing. However, I never really gave up on it. A couple months ago I even managed to finish the toxic themed level I started on last year:

    Spoiler

    toxproc1.png.7048b76d5b2d20acd62175a14ce3821d.pngtoxproc2.png.838d81011dcd24d09b68d619eae4db91.pngtoxproc3.png.a9e87ae635b4b504fbf6b655b39bc0bc.png

    I've made a few edits to the entryway level I made last year and have renamed it to Inertia, it will of course take map slot 01. Toxic Processing will take map 03 and I am currently working on map 02: Power Plant

    Spoiler

    WIP.png.4512ad7f311d85825300f0eb987a8878.pngWIP2.png.52e81e395edad53c9c27fd0b72a1a9ae.png

    I only have the center piece and the very beginning done so far, but I don't plan for this to be a big level so I will hopefully have it done within the next couple weeks. I will post all 3 levels together when I am done with level 2.


  3. 5 hours ago, vanilla_d00m said:

    I noticed and still do see a lot of anime fans.  Does doom and anime have a connection??

    I don't think that it's a link between doom and anime per se, but rather anime and the internet as a whole. Internet culture in of itself is deeply intertwined with things like anime culture, gaming culture, giving yourself goofy sounding usernames, and of course videos of cute and/or silly animals.


  4. Just finished my play-through of this, instant favorite. Great job! The only part I didn't like was the last encounter, I think putting a BFG on the elevator would have made it far more tolerable, but overall it's a great map pack.


  5. Map/mapset title and author: The Journey (by hervoheebo)

    Theme/features: Small, fast paced levels that require you to play smart to survive. Average time per level is ~8 minutes.

    Review: Don’t let the small monster counts fool you. The Journey is filled to the brim with levels that are as difficult as they are atmospheric. Hervoheebo uses strategically placed monsters coupled with a bit of ammo scarcity to encourage players to explore and fight with quick wits. As for the visuals, The Journey takes you through a variety of different environments. Although a far-cry from a visual masterpiece, the levels are appealing to look at and have a good sense of place. The best part? All 32 levels are co-op and deathmatch compatible.

    Download/more info: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/tj

    Spoiler

    TheJourney-MAP07.png.f689f398b7efdf3b8e0a1d2beb4d32ee.pngTheJourney-MAP10.png.b74774944d50e46e654bdc902d387c19.pngTheJourney-MAP16.png.6df898016abbfa7320606acd8c5b710a.pngTheJourney-MAP19.png.1c9640e213f3f85ae3dab85ece3aaed9.pngTheJourney-MAP24.png.b47d91893b55903521aa83a0200ed378.png

     


  6. Nearing the end of October Ghost of Tsushima as well as Sekiro both had updates that easily got me distracted from mapping, after that I just kinda stopped mapping altogether. I want to get back into mapping but I recently changed from Windows to Linux and can't find a way to get Doom Builder to work (yet). Thankfully I have my ideas more organized and can hopefully finish the maps I planed to make a couple months ago.


  7. Apologies for late posting. I didn't make any more maps other than the one that I posted earlier in October. I got busy about halfway through the month and didn't really do much after that. I'm going to continue working on my miniwad and hope to have it out before Christmas.

     

    Here is a very rough layout of my next map:

    Spoiler

    Capture.PNG.afd8a7c3f84fac2ab764f89c4fed75d9.PNG

     

    An here is the map I scrapped. I pretty much gave up on it after a day or two, I'm pretty sure it was the layout that I didn't like. The map doesn't  even have an exit but I wanted to post it anyway because I'm going to recycle the aesthetic and music for a later level. Community Chest 4 textures are needed.

     

    Toxic Processing(Scrapped).zip


  8. 1 hour ago, Doctor Plaga said:

    One thing which I would like to implement is a "hidden" folder within the game containing "clues" or side elements to build a background plot/world behind the main story. My idea is to hide some passwords throughout the levels so they can be used to access this folder. Would that be a good idea?

    You could simply draw the words as floor sectors and then hide them in secret areas, looking at the automap would allow the player to read the words easily. Doom-1 did this in it's first level but with an author's name. As for the folder, it would be easiest to make zip files that are blocked by passwords.

     

    1 hour ago, Doctor Plaga said:

    Secondly... I already have a demo. Where may I upload it? Would you play the demo?

    Simple, just upload it here and ask the community to play test.


  9. So I decided to change my dispay name (formerly known as DragoKnot4200). I decided to make a tech base themed 5 level mini wad, but while working on the second map i wasn't liking how it turned out and decided to stop working on it. I'll post the unfinished map

    separately at the end of the month but for now I'm just gonna work on a different map. I wanted to get at least 2 maps done before posting anything but for now here is map 01, a very short entryway level. This wad uses the community chest 4 textures which have NOT been combined with the wad yet and can be downloaded here: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/cchest4

    Spoiler

    953683681_Screenshot(10).png.b8a741ddfb8b5e7874a936c2787dc281.png606268221_Screenshot(14).png.fe450d8d68f6f6d9993a3d927296259c.png

     

    Tested in: GzDooM, PrBooM-plus

    My map: Entryway.zip


  10. I've only completed a few levels, but these are very good maps. I also really love the names as they fit the theme of the map pack very well. The secrets (at least in the first few levels) are very basic and obvious, but you made 30 maps within a month so I can understand; they also don't really hurt the overall quality of the map set at all. With a bit of polishing I think this WAD can become a classic.

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