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Aku

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Everything posted by Aku

  1. Aku

    '95 Never Dies CP [Full!]

    i liked it, but i would say you need to be a bit more generous with shotgun shells with the the main route, pistal battling imps is never a highlight, i originally discovered the secret way around from jumping up near the end room(not sure if you had jumpin in mind or not when designing this?, but i tried to the level again knowing about the secret emtramce to the outside area and found it a lot of fun, but still wasnt sure how to get to the end doin it that way(even thou i did in reverse lol. the architecture was pretty good, overall was a very visually stimulating level.
  2. Aku

    '95 Never Dies CP [Full!]

    https://www.mediafire.com/file/3qj7nrp95oxxf7b/community_project_e2m4__%26_e3m6_drafts.wad/file ok i updated my level e3m6, could really use some constructive critism on ways i could improve it.
  3. Aku

    '95 Never Dies CP [Full!]

    ok, just let you know i havent finished adding enemeies/ammo ext to the entire level of e3m6 yet, but the basis of what can be built upon is there.
  4. Aku

    '95 Never Dies CP [Full!]

    heres a link to the latest drafts for e2m4 & e3m6 will update the link when i make more tweaks, add more enemies, pickups ext https://www.mediafire.com/file/3qj7nrp95oxxf7b/community+project+e2m4++&+e3m6+drafts.wad/file
  5. Aku

    '95 Never Dies CP [Full!]

    with that said im going to start updating my mediafire files, as i found out you can do that without creating multiple versions.
  6. Aku

    '95 Never Dies CP [Full!]

    oh i know that feeling all too well when i was working on my own megawad, sorry to hear this happened to you, thou its hard to replicate whats been lost never let your passion for building maps die, thou it can be very disheartening thats certainty true.
  7. Aku

    '95 Never Dies CP [Full!]

    my e3m6 is slowly coming together, rather then being a complete open space like the original its goin to be a lot of interconnected outdoor areas & connected castle exteriors but still with the design to free roam for the most part.
  8. doom eternal did not really inspire me at all, nor did doom 2016 or doom 3, i hate the jumping around, glory kills enemeies spitting out resources , it loses the vibe that made the original games great. theres something timeless about games like doom/ doom 64 that i will always have love for. when it comes to modern games i rather play elden ring, most aaa titles these days are just a hollow mess.
  9. Aku

    '95 Never Dies CP [Full!]

    noted, il have it 100% fail proof before i fiinish it completely, with some creativity il get around that all. i have also started e3m6 as no one else seemed interested in that.
  10. Aku

    Biggest Doom WAD Turnoffs

    biggest turn off are levels that are hard to figure out where to go, so if im goin back n forth constantly through the corpses of dead enemies trying to find my way without a clear direction il turn the map off after it gets frustrating, sometimes very detailed high profile maps even do this.
  11. Aku

    '95 Never Dies CP [Full!]

    il take the slot if possible.
  12. late january update 2023- at this point the megawad is 90% complete there are 29 playable levels being 1- 26 -29 and 31-32. theres even a larger number of unique enemies now, way over 100 level 29 is my tribute to the backrooms (in this version it skips level 27 and 28, those will be completed in the next update alongside level 30) the previously released levels have been updated aswell to be more visually appealing, balanced and full of new secrets. since my last release i had another computer stolen, so that had delayed me for some time, but i been working hard to progress this wad since the end of last year. and i hope to have it fully finished within the next few months here is the latest link (just had to fix an error in level 17 , so if you downloaded this link today, i apologies, here is the fix) https://www.mediafire.com/file/i6b6twdbschp078/labyrinthofaku(wip-febuary2023fix).wad/file ----------------------------------------------------------------- Previous post-ok this project has changed a lot since i last showcased my last update to it, now i have added lots of new enemies (around 80),textures,weapons (including necrocomicon, freeze wand, nail gun, saw thrower ext) and lots of special items for your inventory that add new elements to gameplay such as summonin creatures, putting down traps ext, i wanted to make this a game give the player options within stragedy that goes deeper then vanillia doom. this update is long overdue after i lost my computer, and many weeks of work,luckily i retreieved what i backedup and rebuilt from their since i got a new computer, and its been a blessing in disguise considering how this wad is developing this features levels 1 to 19 and 31,32 there is 4 new levels (16-19) and all the old levels have been reworked to some degree, will continue to tweek untill perfect. their are also friendliest within the game to make the universe seem like not everyone is against you, friends will be found in your journey. This was tested with gzdoom, is designed for continous play, all the assest have been taken from realm 667 Jump, crouch and look is allowed.
  13. just took a video playing through the backrooms level as thats what people probrably want to see. there is two occasions within it for which i need to creat some block sound lines, to keep things where they belong, but with a bit more polishing i think people could rerally enjoy it
  14. @Clippy thank you very much, had wanted to actually incorporate this particular jingle on my doomstyle backrooms level, as opposed to having the caretakers its a burning memory looping by its self for an hour
  15. Aku

    My First Doom Map!

    nice little map
  16. dumb questions, whats the song your using in the background that sounds like elevator music??? i hear it a few places but never found anywhere to identify it
  17. Aku

    '95 Never Dies CP [Full!]

    @magicsofai seem to have gotten rid of all the visplane overflow observing everything with visplane mode, im unsure how to activate this ss mode you speak of(figured that out). however that area is no longer glitching as i put some walls to between which seem to have stoped the glitching. its midnight now and i have just updated the link- https://www.mediafire.com/file/bkvxhvci7cs2civ/community+project+e2m4+chocolate+downgrade.wad/file hopefully this version should have no problems whatsoever and be fully functional, im confident it is fully vanilla compatible now.
  18. Aku

    '95 Never Dies CP [Full!]

    i just got gzdoombuilder which has it (so far had just been using normal classic doom builder), got to say wow its a lot more easier to do basically everything, how one can zoom in and easily make more complex structures, i think im goin to try and use this version more often.
  19. Aku

    '95 Never Dies CP [Full!]

    oh my oh my, well im starting to understand why the original doom levels where so bare bones in their approuch. thou i can imagine there should be ways for mw to close up and separate the areas to avoid these problems what program are you using to identify the problem areas?
  20. Aku

    '95 Never Dies CP [Full!]

    ok i finally figured it out, after trying all the tricks such as making dummy stair sectors , taggin 99 ext , i thought everything was going to fail, i was about to give up and just have it be a a normal structure(but that wouldve been too boring),then i just simply reversed the outer linedefs then Walla, hooray, yay it worked. after hours of messing around i kinda kicking myself of not thinking of that first. but here we are,i persisted and now its chocalote compatible, obviously i had to downgrade a fair bit of fancy architecture to make it work, so no more flesh chandeliers, a shorter acid tunnel & detail to several pillars are reduced to avoid visplane overloads, so hopefully this time there wont be any problems. new link to chocolate e2m4- (i just update the link 5 minutes after this post, just to fix some misaligned textures that were bugging me lol) https://www.mediafire.com/file/bkvxhvci7cs2civ/community+project+e2m4+chocolate+downgrade.wad/file
  21. Aku

    '95 Never Dies CP [Full!]

    ok trying to downgrade it to work in chocolate doom, fixed all the visplane overlows, only problem is a section that works fine in gzdoom where the floor around the soon to be raising stairs raises to the roof and the stairs follow, like a building growing out of nothing, in chocolate doom the stairs raise way too much or sometimes not at all.
  22. Aku

    '95 Never Dies CP [Full!]

    ok, i had only tested it on gzdoom , il get chocolate doom to see what you talking about. not sure what tutti-fruity means
  23. Aku

    '95 Never Dies CP [Full!]

    @magicsofa here is my draft for e2m4 https://www.mediafire.com/file/i6mj5orsco2ww3f/community+project+e2m4.wad/file let me know what you think.
  24. making a detailed city level can take a bit of time, like a few weeks at least, i have worked on urban styled levels before on my own wip megawad, and they are usually the more tiresome types of maps that require an extra level of detail.
  25. i could be interested in creating something for this, since i should have the time available
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