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LordMagic

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  1. Ok, so looks like I have some 22 years of mapping skills to catch up on: would you recommend a particular level that exemplifies modern mapping on vanilla Doom 2?
  2. As always, very grateful for the playtest and the insights given on the level design. Traps were not a forte of mine yet (this being older than the other two) and was fiddling more with puzzle design and I'm glad that got noticed and appreciated. I remember (well I recall now that I see you play) being quite happy with the sole demon running right at you in front of the rest of the gang as you open that door - easily dealt with but still, it gave teenage me a level of satisfaction with the visual effect. You're tempting me a lot to start again, and I might try my hand at an interactive narrative with Doom (???) as in multiple possible endings depending on which path you take (and blocks off the other paths you did not take). Might not go down with the ones who want to hit all the monsters, but we'll see ;) Thanks again
  3. Hey! Thanks for this! I think you underestimated the level of finish though: there WAS a radiation suit there and the -10% health lava was a message to the player to NOT try and cross without looking for the radiation suit... I was biting my nails waiting for you to find it - and I thought you had it there when you went on map mode... but I'll let you in on the secret: maybe you still have a saved file and want to give it a try :P
  4. In the 90s, we had no ports :) so "plain Doom II" refers to the original MS-Dos version. I ran mine on DosBox via Steam, if that helps. It's a 15-20 minute map. Cheers bro
  5. ...and I guess I can share my Crabbo level for DooM I with you (this is E1M1). If I recall well, this was my first of the three levels I sent you, so apologies for the reverse narrative in terms of my level building skills! Just in case you're getting suspicious of all these levels cropping up, they're from my old webpage from the time of the university, which is still up at fortunecity over here: http://community.fortunecity.ws/campus/computing/4/games.html This was somewhere around 1997-1998... This is more of a complete level compared to LTE so I hope I make up for that last one! Enjoy! crabbo.zip
  6. Until I get some time to make some levels again, I'd like to satiate your thirst with another couple of maps I had done with the intention of starting of a map pack... but unfortunately stopped short at map 02. I'm afraid map 02 also feels lacking closure but I'd like to see what you think of the design I had done so far. It's two maps, two short ones and not as lengthy as Reunion but I think they'll offer you a bit of a challenge - at least by taking you back to the 90s again ;) Enjoy! lte.zip
  7. REVIEWER'S COMMENTS: AUTHOR'S RESPONSE Hey! Thanks for the review! I rediscovered these maps on my old university website while suggesting using DooM for game level design to my third years and I thought, why not get it out there and see what other people think! We did not have that luxury much in the 90s and had only shared it with my group of close friends. I'm sorry it was so hard to get the double shotgun - I don't think I had realised back then that the switch wouldn't work while the lift was still down (or maybe me as a game designer just waited for it to go up before pressing and never realised). But I'm glad you kept at it and eventually discovered it. The last switch - which you forgot - was actually a mean move from my part: there were two exact switches opposite each other and when you went over to the second switch, the first was cast into darkness. So if you get distracted by the imps, as it happened to you, you might miss the fact that that's a second switch which is needed for the exit. I think the arachnotron room could get more oomph and the archvile was feeling claustrophobic in that low roofed corridor but yeah, that's all in hindsight. One extra fact nugget, is that this mapper is from the small island nation of Malta so I hope that makes it a bit more special for you :D I'm trying to get to grips with my PhD in Game Design and Storytelling so maybe the level design will have to wait a bit, but I will be training three students into doom level design next monday so maybe you'll get more Maltese levels to try out in a few months time ;) Again, thanks mightily for the review!
  8. Hi there, this is a PWAD I had made back in the late 90s - so it's plain DooM II graphics and music and just pure level design. I hope you enjoy and I look forward to your play experience of it! reunion.zip
  9. Hi there. This is a Doom II level I had made back in the late 90s when I was a university student in Computer Science. Who would have known that 20 years later I'm lecturing Game Design to undergraduate students myself! Anyway, I rediscovered my WADs and thought I'd give you guys a chance at them. I was at my heyday of level design back then so I hope you enjoy this one. It's a PWAD for DooM II that I had named Reunion.. Here's the readme file I had made for it back then: Description : You have heard that the major heads of hell are having a reunion, your best chance to bust them all! You grab your pistol and enter the teleporter which materializes you right in the centre of the mansion. It is up to you now: if you don't succeed they might come up with some new plans for earth. Better not find out what they are... Additional Credits to : My friends Bradley Ciantar and Pierre Felter for criticising me and giving me ideas. This is for you. ================================================================ * Play Information * Level # : 1 Single Player : Yes Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Difficulty Settings : Yes New Sounds : No New Graphics : No New Music : No Demos Replaced : None * Construction * Base : New level from scratch Editor(s) used : DCK and DEU2 to fix where DCK couldn't Known Bugs : NONE and proud of it! reunion.zip
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