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This level was made a while back as a proof of concept for a game idea. I worked on this for a few weeks with two other devs, I designed this level while they made the custom enemies, weapons, and pickups. The basic premise is you play as a former cult member who was betrayed by your cult and now seek revenge as the cult you were once part of has resurrected an ancient evil to build an army great enough to destroy the world. You have snuck into a city where one of their castles resides and you must find it and infiltrate it to weaken their grip. This level has only been tested with GZDoom and must be played with freelook and jumping enabled. Difficulty changes are not implemented. Enemies also have predictive aim so good movement is important. Thank you for playing and I hope you enjoy it! Also, let me know what you think! File Link: https://drive.google.com/file/d/1wsSW9m0RelUBT14qSULfqCnfzgHPfX3E/view?usp=sharing
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Clownslay changed their profile photo
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I started this WAD a few months ago, but since then life has gotten busier and I have not had the time to pick it back up again. This is the start of a realistic city map that uses 3D floors and the Kingpin texture pack found on Realm667. I did not import the textures in the WAD in case anyone wants to use a different texture pack. My goal was to create several branching paths, each with a point of no return, which would make the player choose which path they wanted to take and would encourage multiple playthroughs. Anyone is allowed to use this map to build upon what I have started and I would love to see someone turn this into a finished map. Please message me through Doomworld if you have any questions. Download: Choices.zip
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Hey @xvertigox, I would appreciate it if you could take a look at this map. Thanks.
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*2020 HAKAWARDS* I'm Also Looking to Play and Record Your Maps 2 *CLOSED*
Clownslay replied to HAK3180's topic in WAD Discussion
Thanks for playing my map, Henry. The reason why I had those traps for the items was because they existed in Hectic which is what this map was inspired by. There were several useful pickups in the main room that would kill you if you tried to get them. In this map, I wanted to switch up the types of items and where they were placed to try to fool people if they were familiar with Hectic and those types of traps. -
(***Currently not available*** ) Give me your WADs - I WILL PLAY AND RECORD THEM.
Clownslay replied to Austinado's topic in WAD Discussion
Hey Austin, feel free to check out this map if you're up for a challenge. -
*2020 HAKAWARDS* I'm Also Looking to Play and Record Your Maps 2 *CLOSED*
Clownslay replied to HAK3180's topic in WAD Discussion
Hey @HAK3180, if you're up for a challenge, feel free to try this map. It is short but very hard. -
(***Currently not available*** ) Give me your WADs - I WILL PLAY AND RECORD THEM.
Clownslay replied to Austinado's topic in WAD Discussion
Hey Austinado, glad you're back. Feel free to check out The Shadows Play. This map went through a lot of updates and uses custom assets so please make sure to play it in GZDoom and with no other mods. -
*2020 HAKAWARDS* I'm Also Looking to Play and Record Your Maps 2 *CLOSED*
Clownslay replied to HAK3180's topic in WAD Discussion
@HAK3180 I was wondering if you would be willing to give this map another play? Like I said before, I made a lot of updates since the original version to increase the quality of the map and I would love to see a playthrough of the current version and hear some more feedback to help me in my next map. -
*2020 HAKAWARDS* I'm Also Looking to Play and Record Your Maps 2 *CLOSED*
Clownslay replied to HAK3180's topic in WAD Discussion
@HAK3180 Thanks for taking the time to play my map and give me feedback. You actually played an outdated version of the map and most if not all of the problems you encountered have been fixed or improved. The map is more detailed, puzzles are better designed, you get more ammo and weapons quicker, some cryptic parts are more clear, encounters are less grindy, etc. -
Frantic was inspired by one of the most infamous levels in Doom history, Doom 64 MAP32 “Hectic”, known for its extreme difficulty despite how short it is. My goal with Frantic was to create a new “Hectic” for Doom players who are looking for a new and unique challenge. Frantic is a Doom II level that consists of three very difficult challenge rooms designed for Doom players who want to put their skills to the test. This map was made for GZDoom and is meant to be played with no freelook, crouching, or jumping. Demons and items are the same on all difficulties. Record your attempts and share them in the comments and I will create a leaderboard for people who complete the map in the fastest time! Rules for Leaderboard: - Must be played on Ultra-Violence - Saves are allowed in the main room ONLY - Attempts will be based on overall time, not the in-game timer - Crouching and jumping are not allowed Leaderboard 1. Soulless 2:14 2. 3. 4. 5. File Link: https://drive.google.com/drive/folders/1Yz_aY22_FlqBK20tM0-P75XEJs27RIRy?usp=sharing
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How to make crusher raise after it has already moved? (RESOLVED)
Clownslay posted a topic in Doom Editing Help
I am working on a map using Ultimate Doom Builder in UDMF format that has a room with multiple crushers with the same tag that are activated with a walk-over trigger. At the other side of the crushers is a walk-over trigger that stops the crushers and another trigger that is supposed to make them raise to a certain height, however, that trigger doesn't do anything even though the activation is set to "when the player walks over" and the sector tag is correct. How can I have the crushers raise after they have already moved? -
The Shadows Play - A Castle Map with a Twist
Clownslay replied to Clownslay's topic in Map Releases & Development
I appreciate your feedback @Zolgia108 and I would definitely like to watch that video to see what other improvements I should make to the map. Thanks for your help. -
The Shadows Play - A Castle Map with a Twist
Clownslay replied to Clownslay's topic in Map Releases & Development
@Clippy Thanks for taking the time to play my map. This map was made specifically for GZDoom so I think the problems you encountered happened because you were playing on ZDoom. Those dark Pinkies that you saw weren't supposed to be Pinkies but were actually supposed to be custom statues, and the part you got stuck on was a puzzle you had to figure out. -
*2020 HAKAWARDS* I'm Also Looking to Play and Record Your Maps 2 *CLOSED*
Clownslay replied to HAK3180's topic in WAD Discussion
Hey @HAK3180, I just released a new map and I would appreciate it if you could check it out and give me some feedback. Thanks. -
This map was inspired by a Snapmap I made a few years ago by the same name. You play as Doomguy as he ascends a mountain to track down an immense source of demonic activity. The castle at the top seems simple enough at first glance, but you begin to feel that there is more than what meets the eye. This map is made for GZDoom and is meant to be played with no freelook, crouching, or jumping. This map uses 3D floors and provides players with light puzzle-solving and the opportunity to explore the different parts of the castle. This map could take between 25-55 minutes. I did a lot of testing but please let me know if you run into any balance issues, texture misalignments, etc. Thanks for playing! This map uses custom assets which may result in problems if this map is run with other mods. Difficulty Settings: I’m too young to die – Hey, not too rough Combat provides a slight challenge and minimal exploration is required. For new Doom players or those who like to keep it simple. Hurt Me Plenty Combat is challenging and some exploration is required. For the average Doom player. Ultra-Violence Combat is very challenging and much exploration and skill are required to survive. For experienced Doom players. Nightmare Suicide. Update History Last Updated: 6/16/2020 File Link: https://drive.google.com/drive/folders/1JRVrGHosTXsKxQte7OsvZpLjlQIOMTsP?usp=sharing