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Pechudin

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Everything posted by Pechudin

  1. Pechudin

    Come up with the most clever troll design decisions

    A secret that on MAP07 that can only be accessed by raising up a lift tagged by 666/667 a BUNCH of times. But there is only one Manc/Arachnotron on the map and you need to guide the Vile all the way across the map to repeatedly revive it so you can kill it. EDIT: BRB gotta tweak a map of mine. That's actally a good idea (not mine tho, I think Valorant had it)
  2. So I was making a map that uses Boom pushers (thing), in UDB, in Boom format (CL9). It was basically using timed pushers to propel the player across large gaps. It worked okay on my part, but when I sent it to the playtester, they reported that the pusher yeeted them across the entire room, i.e., the strength was WAAAY larger than when I tested it. I specifically told the tester to test it in the same port (DSDA-Doom). Even the same version produced the same problem. So, my question is - how do the boom pushers work exactly? Is their behavior port-specific (I know GZDoom changes physics). I know the force falls off linearly from the source based on the length of the control linedef, but is the forcefield circular or some square jank like the explosion radius? Thank you in advance, Pechudin
  3. Pechudin

    Is this real?

    No, it is fantasy and the rest of the Bohemian Rhapsody lyrics.
  4. Pechudin

    Come up with the most clever troll design decisions

    I like the "pressing use on door opens up everything BUT the door".
  5. Pechudin

    Doom Pictures Thread 2023

    Dunno I kinda like the pseudo-slopes better than the actual slopes.
  6. Pechudin

    [RC5] EVITERNITY II - RC5 Released!

    It's frankly astounding this is free. Gobsmacked. Also, I played the map 33, died and hoped the conveyor will just carry my dead ass to the exit but alas that was never going to work. Reminds me of a TNT3 or Plutonia 7 map but there you are just spectating as a corpse on a conveyor.
  7. Pechudin

    What are you playing now?

    Eviternity 2, what a surprise. It's astounding it's free to play. Also my own maps, over and over and over and over again to iron out all the bugs.
  8. Pechudin

    Doom Pictures Thread 2023

    Almost finished. EDIT: For those that wonder, I did post this before but the map languished in dev hell a bit.
  9. So uh Eviternity 2 happened so I kinda dropped out of this, sorry. I have some saved up plathroughs so I may post them.
  10. Pechudin

    Doom Pictures Thread 2023

    Looks good, but maybe a bit too brown. Kinda hard to distinguish details.
  11. Pechudin

    Doom Pictures Thread 2023

    Why are we calling them boom slopes though? Shouldn't they be limit-removing slopes?
  12. Pechudin

    [RC5] EVITERNITY II - RC5 Released!

    I just want to fucking gush about the absolute next-level architecture. About halfway into the MAP13 I realized it was basically a Behemoth Cathedral of Concrete. So good. So fucking good.
  13. Pechudin

    Why people delete their good works?

    TBH not many maps I start nowadays do not get finished but I tended to delete a lot. Don't know why, I guess I start getting sick of them and do not see a route to finish them. But learned to embrace "good enough" and push through.
  14. Pechudin

    Doom Pictures Thread 2023

    I thought these weren't kosher? I guess as long as you don't make the player move over them.
  15. Pechudin

    Would you?

    No.
  16. Pechudin

    Do you strafe run to the left or to the right?

    Mostly to the right to the point that my D key is sometimes very unresponsive (should fix that probably).
  17. Pechudin

    Doom Pictures Thread 2023

    I want to do some nice megaarchitecture .. now if only I could make gameplay to complement it ...
  18. MAP10 (UV, PS, Saveless) Last map took me 30-odd minutes to beat, but this one is over in 3. The 60-monsters count melts away in the first room down to 20 because most of the opposition is Zombies. The Pinkie staggered fight is cool and something I will definitely yoink for myself though. I guess it's a nice breather after the 6-7-8-9 set of maps. Still, kinda dissapointingly short. MAP11 (UV, PS, Saveless) The map is pure filler, and most of the 100-odd enemies are just Zombies packed tight into the hallways and rooms. Boring. The spacecrafts are kinda cute though.
  19. Pechudin

    [RC5] EVITERNITY II - RC5 Released!

    Goddamnit, now there's gonna be less time for my mapping! Great website man!
  20. MAP09: MGE (UV, PS, Saves: Yes) What a hog of a map. I gave up on trying to no-save the map because frankly I've got better things to do. The amount of hitscanners on far-away ledges is too damn much, the Chaingunner-Megasphere secret being the chief offender, Doom's autoaim not cooperating to hit their bald heads. The entire map has absolutely no subtlety, opening large point-blank closets of hitscanners and Revenants, the frigging 20-damage slime (WHY) in the mandatory lift area and the ridiculous Wolfenstein SS ambush at the end. What the hell. But that also raises my opinion of it a bit? Like, it is loud and obnoxious and ugly (save for that kinda pretty marble room) but it's got (incoherent) charm. Still, conflicted on this one.
  21. MAP08: (UV, PS, Saveless) Hmm, the opening room looks like Tricks and Traps, and indeed the map has many callbacks to the original map. The rooms on the side are kinda filler, but the take on the Cyber-Baron room was much more entertaining than the original. It was fun making U-shapes around the room and instigating infighting. The SMM was kind of an dissapointment.
  22. MAP07: Deathstay (UV, PS, Saveless) Explosive, trap-heavy and downright mean in the final room, this was a really fun map. The looks are very 90s, largely abstract and low-detail but very very functional. My favorite is the drop into the final corridor - the close quarters Revenant was kind of unfair if your close-range Rev-missle dodging is not on point but the final fight is frantic, especially for me because I got hit by a max-damage Rev rocket and had to scramble for the Megasphere. The action is punctuated by a really energetic MIDI. Music is really good throughout this WAD.
  23. MAP06 (UV, PS, Saveless) Bold decision to hide 50% of the enemies in a fairly obscure secret. I had to cheat to find it, it turns out it was a slightly offset texture. Come to think of it, the RL was also hidden behind a slightly offset wall texture. The music is again the higlight of the map, but the action itself is solid, if a bit fillery. The map felt like UDooM in its nonlinearity, wading in nukage, and in general it felt like an E1 Romero map, perhaps spruced up by Sandy (a la Suburbs's final fight). The fight itself is a fairly easy U-shaped affair, the baddies kill each other pretty easy. Good map. EDIT: @Cammy, is that MIDI new? Is that a Touhou reference, sounds like some Touhou music, at least there is a motif that sounds similar.
  24. MAP05 (UV, PS, Saveless) Again, a rockin MIDI. The map is visually 90s, and the fights are as well - but in a good way. Gluts of hitscanners, some heavies mixed in to heighten the tension. The large hitscanner horde in the YK area was ridiculous but also very fun. Very good map.
  25. MAP04 (UV, PS, Saveless) Hot damn, what a map! Sure, it's ugly but the fights are satisfying. The 3-Archvile room had me back off (only to realize I was locked in there with them) and almost killed me. There is enough cover but the goal is to KEEP THE VILES IN THE CENTER. Then, the fight with the Cacos on the cross-bridge was a great exercise in space management. Most of the map's monster count is Zombie padding in the hallways cnnecting the various rooms, but hey, killing fodder is fun. Great work. Really digging the SSG blue firing graphic, love how it moves into yellow and then white. That does not make sense physics-wise (blue is hotter than white or yellow) but that's a minor nitpick.
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