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ElectroSpectre

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About ElectroSpectre

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  1. ElectroSpectre

    Information Hecknology: A Boom-compatible Doom II map!

    I've updated the original post with a new version of the map. I've changed a few things I received feedback about. I've fixed texture alignment in a few places, most prominently the outdoor courtyard area, I fixed an issue where the blue key could be rendered inaccessible, I've altered a few details around the map, and I tweaked the final Baron trap. However, I still haven't been able to solve the visual glitches on the staircase and in the hell area, so I'd greatly appreciate any help with this.
  2. ElectroSpectre

    MM1, MM2 or Requiem?

    Memento Mori 1 was one of the first megawads I played, and it's still one of my favourites. I like the others in the trilogy too, but MM1 is the one I've replayed the most, and it's the one I consider the most enjoyable. Admittedly, both nostalgia and the excellent soundtrack are major contributing factors to that.
  3. ElectroSpectre

    Information Hecknology: A Boom-compatible Doom II map!

    Thanks for playing the map! Yeah, aligning textures is definitely something I need to work on, especially since the auto-align tool doesn't seem to be fool-proof. I was struggling in particular with aligning textures in areas where there are windows; in the Boom format, you don't seem to be able to separately offset the upper and lower parts of a texture separately, so if I aligned the texture along the bottom part of the window, it would be misaligned on top, or vice-versa. I tried to compensate for it in a few places by adding walls that sort of jut out above the windows, but that doesn't look great either. I didn't know doors flush against walls were something that's looked down upon, but thanks for informing me! I'll keep that in mind in the future. Do you mean the texture on the side of the stair is going over the floor? I'm not quite clear on how that would happen, but I'll look into it when I get a chance.
  4. ElectroSpectre

    Information Hecknology: A Boom-compatible Doom II map!

    Thanks for playing and for the feedback! I'm glad you enjoyed it. I've uploaded a revised version of the map that fixes some of the issues you noted. The ones I couldn't figure out were the ones in the second and last screenshots you posted; the glitch on the stairs and in the hell room. I could see them in Pr-Boom, but I don't understand what's causing them. If anyone can help me out, I'll gladly fix them!
  5. It's been quite a while since I posted my first-ever maps here. I got some really excellent feedback from the people here (thanks to everyone who played them!) and I decided to apply some of that feedback to a new map. Also, while my previous maps used Community Chest 4 textures and a couple of custom monsters, I decided to try my hand at a level using purely vanilla resources. The result is Information Hecknology: a UAC computer lab shortsightedly built atop one of the gates to Hell itself. Cue the predictable ensuing... The map is designed to be playable in any Boom-compatible source port, and was tested in both GZDoom and Pr-Boom Plus. In terms of both length and difficulty, I'd say it's about medium-ish, but I think I'm a poor judge of my own map's difficulty and also not that great at Doom. I'm still quite new to mapping, so I welcome any and all feedback! informationhecknology.rar. Enjoy!
  6. Good catch! I'll have to watch out for situations like this in the future. Yeah, I was disappointed how easily you were able to escape the room at the end of map05. It is indeed a pretty boring fight when you do, so I'll have to consider locking the player in for a bit so they have to play the encounter the intended way for at least part of it. In my own playtesting, I found it difficult to get out of the room due to the pinkies and imps blocking the way, but it's clearly more feasible than I thought. I was hoping this would become less of an issue in the later three maps, but seeing you play, I could see places where this was still the case. For my next map, I'm definitely going to make a conscious effort to scale things down a bit and make sure the larger areas that are present (since I don't want to go to the other extreme and have nothing but cramped hallways) are adequately populated. My problem, I think, is that I never really tried to approach encounters in different ways during my playtesting. Your style seems to be much more conservative than I was during testing, so there were a lot of times where you were able to trivialize a fight using a doorway or just by running out of the area. It's something I'll be sure to keep in mind in the future.
  7. ElectroSpectre

    Pistol starts vs continuous play: which do you prefer?

    I used to play continuously, but recently I’ve been pistol starting more and more. I find it helps give each level its own identity and mixes up the combat somewhat since I can’t always just SSG my way out of every situation.
  8. ElectroSpectre

    Holy moly! An ambush!

    I think the best ambushes are the ones that are more about forcing the player into a situation where they have to get right in the thick of things and deal with attacks from multiple angles. Without them, I feel that in many situations it's too easy for the player to inch slowly into areas and gradually pick off monsters as they go from the most advantageous position they can find. I agree that the kinds of ambushes that demand one specific reaction or you immediately die are frustrating.
  9. I definitely wasn't expecting a commentated video playthrough! It was awesome to watch, even as I cringed a bit at some of the flaws that your gameplay brought to light. I can't believe I missed some of the incredibly obvious things, like the door texture issues in map 01, the two Arachnorbs stuck inside each other in map 03, or the misaligned textures in the other maps. But there were also things I never even considered, like putting monster-blocking lines on the ledges in map 02, SR-40'ing to the Mancubus pillar secret, or lowering the switch blocks so they couldn't be used as cover. So those were fantastic pieces of advice. You guessed at one point that the Arachnorbs were replacing the Zombiemen, which was close, as they're actually replacing the SS Nazis. That's why they drop clips. Is there a way to make it so they don't do that in Dehacked? I suppose if not, I could have them replace Keen instead. In map 02, you mentioned the odd texturing past the blue key door. My idea was it was supposed to look like a base built into the cave that was falling into ruin, but it doesn't seem to have come across, so I'll be sure to revisit that section. Your general comment about emptiness in some parts made a lot of sense, as I was getting that same feeling watching your footage. I think it should be less of an issue in the other three maps but I'll let you be the judge of that. Thanks again for the great playthrough and I'm looking forward to seeing you go through the rest of the levels!
  10. Thanks for playing the first couple maps! I'm glad you liked them. I also appreciate the tip about the custom strings. I've seen those in other wads but I wasn't sure how it was done, so that's something I will definitely be implementing in the future.
  11. Hello! I've been playing Doom maps for a long time now, and after years of being too intimidated to try creating some of my own, I finally decided to bite the bullet and give it a go. I know I still have a lot to learn about mapping, so I highly welcome any and all feedback anybody would be willing to provide. In particular, I really struggle with aesthetics, so I would be glad to know where I can improve. As mentioned in the title, this is a pack of six maps for Doom II; I call it an "episode," but really, these are just the first six maps I made, more or less in chronological order. They are all designed to be playable from pistol start, and difficulty levels are implemented. The maps are designed to be Boom-compatible, but I mainly tested in GZDoom. Jumping, crouching, and freelook are all not recommended. The maps use the Community Chest 4 texture pack and also feature a couple of custom monsters. The sprites and sounds were taken from the megawads Valiant and Eviternity (the Arachnorb and Cyber-baron respectively), though I implemented Dehacked changes myself. I hope this is okay, and not running afoul of any usage restrictions on these resources! Anyway, I'll just link to the wad now and I have also included a screenshot of each map below. The wad itself! espectre.zip Map 01: The Infested Outpost Map 02: Geothermal Core Map 03: Toxic Tunnels Map 04: The Moat Map 05: Blood Crypt Map 06: Godless Shrine I hope you enjoy!
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