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Dillar

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About Dillar

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    Green Marine

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  1. Dillar

    Making Doom 1 Maps in UDB (noob question)

    Knew it was going to be something this simple; thanks!
  2. So when I go to start a new map in Ultimate Doom Builder, all I see for game configuration is the image below. How do I enable Doom 1 mode?
  3. Dillar

    Biggest Doom WAD Turnoffs

    I personally don't mind a bit of high-enemy count slaughter as long as it isn't tedious, i.e. shotgunning barons. Tbh I am more bored by incredibly easy rooms with no sense of danger or challenge. I mostly tend to lose patience when I have to resort to backtracking, switch-hunting, wall-humping, etc. If I can't find how to progress through an area on a second or third look, that's boring to me. As gloriously brilliant as Magnolia was, I didn't really enjoy a lot of it because of how much time I had to spend cluelessly running around and alt-tabbing to a playthrough.
  4. Dillar

    Deadwood (new level release)

    Thanks for playing! I think I have the invisble wall fixed now, seems to have been caused somehow by the doom-cute barrels
  5. Dillar

    Deadwood (new level release)

    Yeah, I had noticed that issue, then deleted the whole sector and rebuilt it and thought I had fixed it. I just looked some more into it right now and found deleting the doomcute barrels I made seems to fix the issue, so I at least have that figured now. Thanks!
  6. Dillar

    Deadwood (new level release)

    Bumping this new level, still looking for some playtesters! Speaking of, I seem to remember a long time ago there was a stickied thread of active playtesters; anyone know if there's still something like that?
  7. Hello, this is my second mapping project, an effort to make something a little more approachable: Deadwood, a southwestern-themed level set in a ghost town with slot canyons, a mine, and a few other buildings. This is a slightly challenging single map of mixed run and gun and arena fights, with two harder fights tending towards slaughter at the end. All difficulties are implemented but I recommend HMP/UV. Primarily played in GZDoom but I did test it in CripsyDoom with no problems. The music is "Forget Your Name" by Simon Judd from MAP 18 of Back to Saturn X E2. I uploaded to idgames, but didn't want to wait for confirmation, so here is a google drive link: https://drive.google.com/file/d/1HHl4aAxGWAd2ajXV9DOrs7IobTcVVr1k/view?usp=share_link EDIT: This is now a new version that fixes the invisible wall bug in the super shotgun arena, as well as a few texture alignments Included are some monster-less screenshots. Enjoy and please share your feedback!
  8. Man I have to say I haven't really cared for Sunder, lost interest around map 10. Just have found it frustrating and tedious more so than other high-difficulty maps, all the verticality is executed in a kind of annoying way. Some maps are pretty solid but I dunno if I'll end up finishing it
  9. Dillar

    What's a map you never get tired of playing?

    For me it's gotta be Eviternity's Map32, Anagoriasis (sp?). Massive, epic, many different paths/approaches, great MIDI... just hits the sweet spot for me for a hefty single playthrough
  10. Dillar

    How to truly 'replace' monsters?

    However I will say I am currently having zero luck finding download links for either ZScript or for DECORATE; don't know if I'm missing something obvious...
  11. Dillar

    How to truly 'replace' monsters?

    Thanks for the responses everyone. I was trying to limit how many programs I have to juggle and keep things vanilla-compatible, but it sounds like DECORATE is the real tool for this and what I assume mods like Eviternity and Valiant use, so time to brush up on tutorials for it.
  12. Dillar

    OMEGA release!

    You make some interesting points here. I am definitely guilty of 'micromanaging' the player, and I admit I probably overuse the 'jump-scare' idea. Looking at these levels with fresh eyes, they are definitely missing an open-ended element where you are free to explore the level as you please and use creativity in each encounter. The gameplay is really centered around a series of intense challenges and arenas, though, and so I think that is somewhat inevitable. However I think people are getting stuck on UV; I designed that difficulty purely around challenging myself as much as possible. If people find UV frustrating, a slog, or RNG-dependent, just play on HMP. I also think as much as Sunlust is brilliant and I make no claim to be on its level, it is literally guilty of some of the same things I am accused of; a lot of its fights on UV are rng-dependent (as anyone who's seen Decino's God Machine video understands) or are designed to be fought in one way: take the famous circle room in Map29 with the arch-viles in the center. There is really only one way to do that fight, running in a circle and rocketing imps while using the travelling cover against the central arch-viles. Despite that, it is a very fun and clever fight. I also think it's a little presumptuous to claim there is no fun factor in these levels. People find fun in a wide variety of things: slaughter, platforming, puzzles, speedrunning... It's clear that I find fun in what's contained in these levels, which is mostly intense and controlled arena fights. If I didn't, I definitely wouldn't have playtested them dozens of times as I have. I would much rather play things like omega than easy levels that can be easily beaten in blind playthroughs with basic circle strafing and corner-peeking; to me, those are the kind of levels that lack fun. Furthermore, a few of these things simply aren't true. You don't have to shotgun any barons in any of these levels, and there are quite a few arch-viles used in post-fight areas to revive monsters or as line-of-sight threats. In each level, there is a certain kind of ammo that is scarce, yes, but map02 has a very generous amount of shotgun ammo after the chainsaw opener (with limited rockets), and map03 has plentiful shotgun and rockets (with limited cells). In map03, you are not expected to proceed into the horde of monsters in the cavern room; the previous room is meant to clue you into the fact a very visible switch off to the left will allow you to proceed. Gimmicky, yes, and not something I would add making a fresh level, but I think taking a second look in that room makes it pretty clear. Anyways, I don't want to come off as defensive and I do appreciate your replies. I will admit to feeling discouraged as I did put a lot of work into these levels, not just into the texturing but into fine-tuning the gameplay, and the response has been... underwhelming to say the least. I had intended to finish the three hell levels meant to accompany these, but I don't really see a reason to now and will probably just start a new project.
  13. So I've been experimenting with Whacked and such, learning how to modify monster's attacks and fundamental stats, etc. and generally feel like I know what I'm doing. However, I know that in a lot of level packs with new monsters, they 'replace' things like commander keen to get a new monster spot. Are there any good tutorials or simple ways to do that? Thanks!
  14. Dillar

    OMEGA release!

    Dropping my playthrough vid of the second level on UV: Still hoping for some playtesting/feedback on maps 02 and 03!
  15. Dillar

    OMEGA release!

    I appreciate the response! Very thoughtful and good points. In short I absolutely don't want HMP to feel like you've described, so I will probably down-tune it a bit more and reduce the presence of arch-viles and just feel like a bit less of a slog. There are, however, a few things about the map that are inherent at this point (like the RNG of the barrel+arch-vile room) and I just want to avoid as I make new maps UV is meant to be tuned purely for what I enjoy, though, and I am discovering that I am perhaps a bit sadistic in my tastes compared to a lot of people lol. I really do enjoy having each fight be hard enough that I expect to die 3-5 times even with knowledge of what's going to happen; that's what I find with my favorite kind of levels (i.e. late Sunlust). So I'll make an effort in the future to be clear that's what people should expect from UV
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