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Loomis

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Everything posted by Loomis

  1. Loomis

    MyHouse.wad

    Well, it indeed looks like Doom 2 Level 16...
  2. Loomis

    MyHouse.wad

    Since @Not Jabba mentioned that Veddge is a vegetarian, it came to my mind that "Veddge" could just be short for "Vegetarian" with a little altered spelling.
  3. Argh, why can't this be a "32 monsters challenge" project, haha? My "Shotgun Gambit" has (and needs to have) exactly 32 monsters:
  4. Loomis

    Abandoned Subspace V2

    Hey bro, why no screenshots?
  5. I'd say, if it's unused, then remove it...
  6. Loomis

    MyHouse.wad

    Well, that was definitely a trip. More than once I wasn't sure if my mind played tricks on me or if it was the map itself. This was a map like I never experienced one in 30 years of playing Doom. Also thanks to @Jimmy from my side, without the Doomwiki article I wouldn't have found my way through that nightmare.
  7. Loomis

    ALPHA-BRAVO.WAD

    I played it and found no issues. I think the map was a bit too easy with all the weapons available ;-)
  8. Loomis

    kmetal 2018

    Looks cool! Strong Quake 1 vibes.
  9. Loomis

    My first finished map

    Came here because of your second map Reprocessing Facility and I wasn't disappointed. Your second map was impressive, but also your very first one - this map - is really cool! Recommended!
  10. Loomis

    Reprocessing Facility (vanilla)

    Nothing wrong with a techbase theme as long as it is so good as this map here!
  11. Loomis

    Reprocessing Facility (vanilla)

    Really great map! Reminds me a lot of No End In Sight, but with Doom 2 weapons and monsters. Very cool!
  12. Loomis

    Bastion Escape

    Yeah, I replayed and I need to apologize, indeed the secrets and that one door to the outside are working! One thing though,
  13. Loomis

    Bastion Escape

    Hi, I played your map. It has some room for improvement, though. It can already be seen in your screenshots, that variation of brightness levels is missing. Look at all those lamps that don't make any areas brighter. The part with the maze played a little dull. Pressing switches and explore the next small part of the maze is not that interesting. Doortrack textures could be used at doors. Then - probably it's just me not finding some more switches, but - it seems that some secrets and doors are broken and can't be opened or only opened once where it should be possible multiple times. But I hope this didn't sound too negative, I hope you continue mapping and maybe utilize some of the things I said.
  14. Loomis

    I recommend BloodRust

    @doomlayman thanks for the recommendation. I played the whole thing and had a lot of fun. Like @rita remton said, it might not be superfancy for today's standards but it is appealing and fun to play.
  15. Hey (check-)mates! It took a long while, but finally I made some changes to this map to make it a little bit harder and more entertaining: Changelog V2: - added nukage pits to reduce possibility for camping - removed a rather useless secret - reduced supplies to make the map harder There was the idea to add crushers to the corners of the map, but I realized that this would make it possible to lure the monsters under the crushers and that would make the idea counterproductive in regards to make it more difficult. Therefore the nukage pits which only hurt the player. The new download link is in the first post of this thread.
  16. Shotgun Gambit 64 squares 32 chess pieces 1 Super Shotgun In Doom, even Chess has it's own rules. There is no white or black, you just need to checkmate both evil kings! To do that, you can rely on your good old double barreled shotgun! Shotgun Gambit is a short single player map for Doom 2 (replacing MAP01). Map Format: UDMF Tested in GZDOOM 4.3.3 Freelook? allowed but not necessary Jumping/crouching? allowed but not necessary Difficulty settings: kind of... the monsters are the same, but supplies are a little bit more generous in easier settings Coop: no Deathmatch: no New textures: The sky is my own work and a glass texture has been created. It has been quite a while since I created my last map, but now I found some time to create a new one and also try Ultimate Doom Builder for the first time (I used Slade before) and also I wrote some basic ACS scripts for the first time. Screen Shots: Download: SHOTGUN_GAMBIT_WAD_V2.zip Old Versions of the WAD:
  17. I second that, when I now see Votterbin's video I realize that I started at a totally different place (i.e. near the blue key, as you said).
  18. Really cool map! Had a lot of fun and it looks appealing!
  19. I liked the map, the combat was quite fun. Regarding the looks I think (as Bri0che said) it's not your old common tech base, the unusual colors and textures look nice. For my taste I wouldn't call the look bland, rather "clean". I'm OK with it. The room that can be seen in Bri0che's video at 4:56 could need some brush up though, it looks kind of empty besides that colorful "thing" (that does nothing?). The endfight was especially fun. I could also not solve the secret Bri0che was missing... Recommendable map!
  20. Loomis

    My First Map (WIP)

    Seems to be a good start. One big recommendation: Try to use different brightness levels. Make the outside brighter than the hallways. Make sectors around a lamp brighter than areas that are further away from lamps. This is an easy (and common) way to make maps look more interesting.
  21. I only played the first two maps so far, but wow this WAD is massive*. I guess those seven levels are bigger and have more monsters than the whole original DOOM2-WAD. Recommended! * maybe not massive in an Okuplok way, but massive for "normal" maps
  22. Loomis

    Hell Unearthed - 6 DOOM 2 Limit Removing Maps

    I liked your mapset very much. It has a consistent design that gradually spirals down into hell. I had no problems to find the way and the combats were fun. Well done!
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