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Everything posted by terminator
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Why you should post your short review? To help solve these: Help fellow Doomers find a map or mapsets they prefer by theme/features (eg: vanilla artwork, funny, horror, humour, gothic, futuristic, colour themed, etc), gameplay (exploration, slaughterfest, etc), and other features. A place for Doomers to share their reviews about maps/mapsets they have played, but do not want to maintain a dedicated message thread in the forums. Provide some spotlight to new or little-known maps/mapsets otherwise lost in time. However, players could still post reviews on popular maps/mapsets. Format of post? Must have 5 particulars about the map/mapset: Map/mapset title and author: For a community project, include the words "Community Project". For a specific map within a community project, state both the map's and megawad's titles. Theme/features: Phrases/keywords of theme/features in the map/mapset perceived by the player. It may be it art style (eg: gothic, pink colour theme, steampunk, urban, vanilla, yellow colour themed), genre (eg: futuristic, horror, humour, medieval times, scifi), location (eg: beach, castle, fortress, mars, space station), gameplay (eg: exploration, slaughterfest), or others (eg: aliens, cultural, egyptian, foody, joke, tradisional malaysian). This part was intended to be generic so that players could easier describe the map/mapset using just simple phrases/keywords. The more phrases/keywords entered, the better. Review: A short review (try keep it less then 100 words) about the map/mapset. May include some personal experience playing it. Download/more info: The links for more info on the map/mapset and/or to download the good stuff. Screenshots/videos: Preferably from your own gameplay, if any. Recommended but not compulsory. Max 5 items only. New update: If possible, please put screenshots inside "spoiler" section so that the page may load faster. Anything to be mindful of when posting? Be kind. Mappers labour (out of love) sometimes for months just to make a single map. Even for speedmaps, the time and effort needed to acquire skills to produce such maps are huge. If a player feels a map/mapset is bad/mediocre and there is little to praise, better not post anything. This thread is for reviews only and not constructive critism. The latter has its own place in the map/mapset's respective development message threads, but not here. Be kind. Hope this thread meet its objectives. Thank you in advance for posting, and happy dooming!
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hi, i'm a doom newbie. recently started mapping, and found it strangely satisfying as if playing classic doom itself. is this considered normal progression in the doom world? newer wads were still being downloaded, but less played due to mapping. felt slightly guilty since have less time to explore all those lovely worlds. curious to know, how do other classic doom mappers fair when they first tasted the joy of mapping? how does a mapper balance their time between playing other people's wads and mapping their own? tq.
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hi. i'm new to doom mapping. may i know what is the best ratio (rough estimate) before the amount of traps are considered an overkill in a map? for example, if there are 100 health items (health bonus, stimpacks, medikits, soul sphere), should 30 of them be set booby traps (3:10 ratio) and any more would be considered too excessive? what is considered the best ratio, and why? thanks in advance for any input.
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ANTIVIRUS - a tiny (crispy doom) map with rockets
terminator replied to CBM's topic in WAD Releases & Development
downloading. thanks for the awesome looking wad :) -
a fan of your work since [bad religion]. hope to get to play your new map soon :)
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after tax: 2.5% for self. 2.5% for backup cash. 2.5% for expanding backup of essentials (long-term food, equipment, etc). 5% to parents. 12.5% to charity. 25% for online investments (equities, etc). 25% for offline investments (local businesses, etc). 25% for offline assets (property, jewelry, percious metals, etc).
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depends on recommendations stated for the wad. have 4 source ports: gzdoom (my main - since it has the widest compatibility for cosmetic mods) k8vavoom eternity prboom+
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noted. thanks for the tips :)
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umm. like to play it safe. there is a logical pattern to this with a common result. if one could be resurrected by cryogenic technology, then that's fine. but if such technology still could not awaken the frozen dead, then one still has to consider if there is life after death. if there is no life after death, nor heaven and hell, that's fine because all living things die anyway. but if there is life after death and a heaven and hell, then one should lead a life of good. if there is no incarnation, then that's fine too. but if there is incarnation, then one should still should lead a life of good. if there is no god, then that's fine and everything just follow social local standards. but if gods do exist, one should still lead a life of good. since there may be many gods, perhaps one could just ask the truest most powerful god (a god should be able to listen from anywhere in the world) if the god can guide oneself to the true religion that the god truely acknowledges, and be steadfast in that religion till death. if no result, that is fine too since at least one had asked the god. so as the common result, one just need to lead a life of good and ask god for guidance if the god truely exists, whatever the circumstances after death. i'm inclined towards the sciencey side of things, but i also believe there is a supreme entity too. reason is, if energy could not be destroyed and could only be converted into a different forms (law of conservation of energy), then energy cannot first come into existence from absolute nothingness, since that would break the law itself. the general consensus amongst scientists have concluded time is not a loop (thorne's and hawking's), eliminating the theory that energy have always existed. therefore, according to modern science standards, it is impossible for energy to suddenly exist from absolutely nothing. unless it was created from absolutely nothing by someone. to summarize, i prefer to play it safe since the inevitable end for every living thing is death.
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a vanilla map, looking like that? absolutely gorgeous. looking forward for its release :)
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enjoy your break, ketmar :)
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"In any game that uses the Doom engine, linedefs can be activated regardless of the player's Z position. This has the side effect of allowing the player to flip a switch despite being at too high or low of a height to reach it, or even if it is hidden in the floor. In certain maps, this can provide a shortcut of some degree depending on what the switch does." (source). just knew about it today :P
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i see. imo, perhaps the reason some members felt the series was getting dumbed down was because their own gaming skills may have sharpened over the years to very high levels? therefore, making maps at dbp for the general masses that have average gaming skill levels would felt "dumbed down" in terms of difficulty. from a certain perspective, this is good for the general masses since they could have more options. the general masses could choose to play dbp and those that are very skilled could prefer dbk. it is also good for those formerly from dbp to get to breathe fresh air at dbk, and at dbp to have mappers that are not stressed by what they love doing (making maps). again, this is all my opinion without any basis at all. hope all ends well for both dbp, dbk and for the general classic doom players.
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hope everything's ok at dbp and between them and dbk.
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well, you could learn speedrunning tricks like strafe50, wallrunning, rocket jumping, etc and join speedrunning discord groups for more info like [https://discord.gg/ghWqUYu], as per suggested by @4shockblast. you could also make your own map incorporating your own handicap so you could train specifically for it, thus increasing your gaming efficiency. examples: [hello wad] my own map to tackle my own handicap for battling in small spaces with high monster densities. [a beginner's nightmare] made by @Jacek Bourne for practicing platforming. [15cc-wad], a 15 cyberdemon challenge in 2 minutes made by @Nine Inch Heels for players to practice killing a cyberdemon with a single bfg shot (using the tracers for further damage). [2 shot 2] made by @Outrageous Videos for more practice to kill cyberdemons. hope this small reply helps.
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000.level 1 start 001 (progress, up to before a battle/trap) 002 (progress in battle/trap, up to end of battle/trap where player looks at the floor before saving as thumbnail indicator) 003 (next progress up to before a battle/trap) 004 (progress in battle/trap, up to end of battle/trap where player looks at the floor before saving as thumbnail indicator) 005 006 ... and so on ... 120 (example end of level 1) 121.level 2 start 122 123 ... and so on... repeat all above till end of wad. all gamesaves would be purged before playing the next wad. reason for the large number of saves is because sometimes there is a need to return to specific in-game locations/events even after finishing the game (eg. troubleshooting with map author, re-shooting screenshots, etc).
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Clandestine Castle Crashing - now on idgames! [ January Speedmapping Event]
terminator replied to BluePineapple72's topic in WAD Releases & Development
thanks for the video. gave me a whole lot of ideas on secrets on where to find them (when playing) or to put them (when making maps). edit: now watching videos on "fortress of secrecy". -
Control Tower (D2 MAP11) - Updated to v2.02
terminator replied to Stabbey's topic in WAD Releases & Development
noted. anyway, i did not find encircling the the outer ring repetitive due to the sublime monster fights. yes, i did it in that exact sequence. maybe there were other factors such as i'm not that skillful in making quick dashes in doom. furthermore, your map was the first one i used with the new gzdoom 4.6.0 version (with gzdoom's sprite shadows enabled). or it could be the mods i used (no gameplay/weapons mods since i prefer vanilla weapons, just cosmetics such as doom neural upscale 2x, hd texture pack, etc). i also noticed that the previews for savegames in gzdoom 4.6.0 was not as pretty compared to 4.5.0. it has this weird squashed-chequered artefact in the sky not seen in the previous 4.5.0. -
could this forum have a poll for the cacowards where we could vote or submit new wad names that are not in the poll? this makes it easier for cacoward writers so they do not need to count all the wad names submitted. or would it be a bad thing since we could predict the results from the poll even before the winners are officially announced?
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Control Tower (D2 MAP11) - Updated to v2.02
terminator replied to Stabbey's topic in WAD Releases & Development
hi. just completed your map in uv (after dying multiple times of course). as a small note for any future updates, the timing puzzle for the yellow key was very hard, a stark contrast to other puzzles on the map. after identifying the sequence of switches, only succeeded after about 15 attempts in normal speed. even struggled to succeed (after 5 attempts) when tested the puzzle by increasing player speed to 30% faster than normal (via command "turbo 130" in gzdoom). overall, an awesomely enjoyable map to play. thank you for making such a fun experience, and i made a small review of it here. -
YOUR SHORT REVIEW of a map/mapset you played?
terminator replied to terminator's topic in WAD Discussion
map title, author: control tower (by @Stabbey) theme,feature: 1 hard timing puzzle, inverse hub map design, medium monster count (about 700), straightforward puzzles, vanilla gameplay with slaughtery goodness at the end, vanilla textures. review: a vanilla styled map that has a different approach to map design with an inverse hub layout. at the outer rim, the player needs to encircle the entire level 4 times. every round introduces more monsters and in greater strength, depleting resources (ammo, health) at the outer rim. the player can't backtrack due to sections at the outer rim being blocked after passing through, effectively making the battles more difficult at every round. in a way, this also balances the game, which proved to be quite a challenge in uv. puzzles were straightforward except for 1 hard timing puzzle. and the traps were just awesome. to summarize, the map is a refreshing take at map design, and was a delight to play. i like it :) download/more info: https://www.doomworld.com/forum/topic/116466 screenshots: -
woah! thank you for the superb ideas, @Sambo J. the traps that i had in mind before were only like the player taking the bait triggers a monster ambush, or the floor drops into a pool of lava and that's it. but for traps to trigger small "side-adventures" within the larger story of the map itself is a new one to me. many thanks :)
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many thanks for the wisdom, @Stabbey. before this, i thought that when a map is "balanced", there is a rough ratio between total ammo damage in the map and total monsters' hit points from using tools such as [wadwhat] and [wadspy], ratios which depicts the balances for uv, hmp, hntr, iyttd. and i thought perhaps the same could be applied between traps and health, and other items as well for bait. thanks again for clarifying things :)
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awesome insight. many thanks :)
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[Megawad] Doom 2 In Spain Only [Now on idgames]
terminator replied to Trustworthy Software's topic in WAD Releases & Development
ok. that's funny :D