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TeK (⌐■_■)

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About TeK (⌐■_■)

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    Bastard Noise

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  1. TeK (⌐■_■)

    Malevolent Murder Machine [limit removing]

    Well I done did one. Second exit on attempt 7 in 10 something I already forgot lol. First exit was a 12:28 and kinda sloppy/shitty. Though I didn't properly learn how to open up the secret near the chainsaw, so I spent like a minute trying to get back in to get to the crusher switch, but gave up heh. mmmuvdemo.zip
  2. TeK (⌐■_■)

    Malevolent Murder Machine [limit removing]

    If I had committed to shooting the switches instead of killing all the pinkies the first time I might've been able to squeak through to get the berserk. Heh yeah he was angry at the rev, I enjoy cyber infighting. Not sure how one would go about fixing the cyber getting stuck on the stairs, it was pure luck that he happened to be at that spot. Glad you enjoyed the demo! I enjoyed the map so I'll have to record a uv fda now. I also hardly found any of the numerous secrets, I'll need to do better next time.
  3. TeK (⌐■_■)

    Doomed Spaceship - my very first doom map

    Gave this a whirl on hmp, was doing ok, then Excellent job with the map! Will have to come back and finish this, it's great for a first map. I wouldn't have guessed that it was. Here's a hmp fda. doomedspacedemo.zip
  4. TeK (⌐■_■)

    Malevolent Murder Machine [limit removing]

    Hi, recorded a hmp fda with prboom+um. Fun little blast of action here. I died twice, both times in the starting room because I have terminal stupidity, other than that a few close calls from sloppy play. I managed to get the cyberdemon stuck on the raising stairs and punched him out though heh. mmmfda.rar
  5. TeK (⌐■_■)

    Post a picture...that you took

    Some urban exploring pics I love shooting with film too, here's a couple b&w shots on 120 that I fucked up the frame size so the shots overlapped a little... still like how they turned out though.
  6. Knowing death exits were a thing, and seeing the rocket launcher and skyhole exit and exit signs it just all clicked man idk ¯\_(ツ)_/¯. I even remember thinking what a cool and neat idea to have the player suiciding into the exit when I first played that scythe 2 map. I doubt I'm the only person to figure it out without having seen it before or in a speedrun, whether in this map or scythe 2 or whatever other map. I guess I've derailed this thread enough though, seeing all the talk about the map and the exit I recorded a hmp fda. amdemo.zip
  7. I've only been playing community wads since late 2018, and the first time I ever came across this type of exit (which indeed was scythe 2), it seemed obvious with the exit hole, the exit signs and the rocket launcher, all being right there, that the player was supposed to rocket themselves into the exit. Again, I say the idea does not hinge on the player seeing this exact setup before to be able to understand what to do, and that it doesn't qualify it as being dumb, poorly designed, whatever. This is what I'm arguing. It does need the player to know that the player corpse can exit the level yes, but I see no reason why a mapper can't put something in his/her map that could be outside a players knowledge (what's so bad about learning something new?), or something that isn't widely used in other community maps. And as far as What rule says that community wads have to follow the original games designs, ideas, etc.? Edit: I'm not trying to come off as an ass, or jump down your throat about this, nor am I trying to say that you have to like the idea of this exit. I just genuinely like seeing stuff outside the norm. I don't enjoy every strange, odd map that requires some strange form of progression, but I also don't think it makes those maps/wads bad.
  8. But you only need knowledge of what a death exit is. You need not to have played scythe map 25 to see the exit sign, the exit hole/teleport, a rocket launcher, and understand what the mapper is trying to convey. Doesn't make it dumb, silly or poorly designed.
  9. Heh, I was about to complain about the idea being called dumb before the edit. I guess I still will... It doesn't require knowledge of a previous map, death exits have been around for a long time, neither is it 'working extra hard to communicate a basic idea'. I think it's an interesting and underused concept for a death exit. It could be a cool way to convey the idea of doomguy chasing the demons to hell as a plot device etc.. It's much better than teleporting into a shitton of barrels and being deaf for a few minutes (at least in some sourceports it's deafening) anyway.
  10. TeK (⌐■_■)

    Rapidfire 2 - Another 6 Level Vanilla Mapset - Release v1.0

    Oh yes, played the first level, combat is smooth and flowy like melted butter. Also fake 3d bridges in vanilla are the best
  11. TeK (⌐■_■)

    Project: Unity Megawad for Doom 2

    Giving this a bump. Fun wad to play through, very oldschool/90s architecturally and in combat design for the most part. I liked to imagine this was the real Hell Revealed heh, especially since all but like 1 or 2 levels were set in hell. If you guys aren't done with updates I ran across a couple areas you can get stuck, both in map 23.
  12. TeK (⌐■_■)

    Old Still Life .wad

    Hi, I'm not able to open the archive with 7zip or winrar, any chance you could re-upload?
  13. TeK (⌐■_■)

    The Long Trek Back Home [Doom2 vanilla megawad] released

    I'm loving the amount of megawads that have come out of the blue (but also the ones that have been developed in the open too) in recent years. It only seems to be picking up in frequency. What a time to be alive Looking forward to playing through this!
  14. Spoken like a true b-movie fan heh (though I tend to like practical effects whether b-movie or big budget). Enjoyable write-up, I'll have to give it watch based on your review.
  15. TeK (⌐■_■)

    Fearfully Frightening (Vanilla)

    The only thing that upsets me about darkmaster's maps is
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